Magic Items

Purchased Magic Items

Name ▼ Rarity Location Table Result Source
Wolfclaw Gauntlets (Gauntlets of Ogre Power) Minor Property Sentinel (Beasts) uncommon DC - FR - TNaiD - Bryn Shander´s Questbord: Howling in the Mountain Show
Notes:

Wolfclaw Gauntlets (Gauntlets of Ogre Power)
Wondrous Item, Uncommon (Requires Attunement)

Description:
These gloves are made of coarse leather inlaid with wolf and beast claws. They appear rough and raw, but as soon as you slip them on, you feel something alive within them—as if they weren't being worn, but rather become part of your body.

Effect:

  • Sets your Strength to 19 while wearing them.

    • Minor Property – Sentinel (Beasts): The claws begin to glow faintly reddish when beasts are within 120 feet.
    • Fluff: The glow is like raised fur or a growl from deep within your chest. It's not a visual alarm, but an instinctive glow that makes you feel, "Something's alive out there."

Fluff – Putting on:

When you pull on the gloves, they close tightly around your fingers as if by themselves. A tingling sensation spreads, as if claws were growing directly from your bones. As you first clench your fist, you feel your muscles strengthen, accompanied by an inaudible but tangible wolf howl in your head.

Fluff – Taking them off:

When you slip them off, your hands feel bare and weak for a moment – ​​as if you've just lost claws. An imprint like invisible wolf paws remains on your skin, which slowly fades away.

Story Award: Witnesses to the Northgaze common DC - FR - TNaiD - Bryn Shander´s Questbord: Howling in the Mountain Show
Notes:

🐺❄ Story Award: Witnesses to the Northgaze

"You stood in the frost-clear eye of the goddess—and heard the howl of a daughter of the North."

The snow whipped around you as Auril's cold gaze pierced the gorge. You witnessed Skalli Frostgaze, a Daughter of the Wolf, refusing the path of the Bloodhunt and turning against her own brethren. In that moment, the North itself gathered around you—silent, listening, ancient.

You stood there not as strangers, but as witnesses to a rupture such as rarely occurs: wolf against wolf, hunter against Malar. Skalli's howl cut through the storm like a blade, imprinted on the winds of the north.

Since then, a hint of that moment has clung to you: the clear light in the blizzard, the howl in the fog, the feeling of being scrutinized by the wintry gaze of a goddess.

🎲 Effect:

One-time: You gain advantage on a roll related to a frost-based hazard (e.g., saving throws against cold, survival rolls in a blizzard, orientation in a blizzard).

Skallia will immediately recognize you in a subsequent encounter. If you helped her then, she will be more open to you and trust you more easily.

Only in DC - FR - TNaiD - Adventures redeemable. Or Dm descreation

Story Award: Waterdeep City Watch Contacts common DDAL-00-05 Winter's Splendor Show
Notes:

Assuming respectful and appropriate conduct, the characters have earned Respect of the City Watch, which allows them each one check at Advantage on one check to avoid penalty when caught committing a crime that doesn’t involve murder, theft, or assault.

If anyone attempted to intimidate one or both of the Cassalanter children or otherwise conducted themselves in a manner that would be considered disrespectful, they gain Scorn of the City Watch, with gives that character Disadvantage on their next check to avoid punishment from the City Watch.

Story Award: The Art of Transmutation common FR-DC-CTT-01 Creepy Tavern Tales Show
Notes:

Nox the crazy undead alchemist sees you as an ally, or testsubject if he ever needs one, and offered to teach you the art of alchemy. He also sells you gladly a lot of potions (For the right price) if you manage to actually find him again.

(This story award has no mechanical advantage.)

Story Award Shadow Rat common WBW-DC-ZODIAC-01 The Pied Piper and the Rat King Show
Notes:

Gaining the friendship of the Rat King. The shadow of

the archfey splits off a small portion of itself which

forms the shape of a tiny shadow rat that connects to

the character's shadow. Whenever the character

reflects a shadow, a shadow of a tiny rat also follows

along. The character may command the tiny shadow

rat to move up to 60 ft. away from the character. The

shadow rat has the statistics of a rat.

Story Award: Pact of the Piper common WBW-DC-ZODIAC-01 The Pied Piper and the Rat King Show
Notes:

Characters gain a monochromatic black tattoo of a rat

wearing a crown and carrying a bamboo reed pipe.

The Piper offers characters the gift to gain tool

proficiency in Cook’s Utensils. Characters must spend

12d12 days in the abode of the Piper to learn the tool

or skill. 50 downtime days, 0 gp.

Story Award: Last Rest common FR-DC-CTT-01 Creepy Tavern Tales Show
Notes:

Thom Lai is very thankful for you helping him to protect the "At Deaths Door" Inn. He offers you to bind yourself to the Inn so should you ever meet your untimely demise (without your soul being destroyed or bound) your soul will be drawn to the Inn to be either restored or to have a place to rest should you be contempt with your fate.

(This Story Award can be used per AL Rules to resurrect an character after the adventures conclusion if the character stayed dead. See ALPG Rules.)

Story Award: Hunter of Purity common DC - FR - TNaiD - Bryn Shander´s Questbord: Howling in the Mountain Show
Notes:

🐾❄ Story Award: Hunter of Purity

"You have erased the trail of blood and fanaticism—and made the North a little safer."

You have destroyed an outpost of Malar fanatics on the frosty Redwater. Where bloody rituals and hunts once took place, snow now covers the tracks. Trappers, animals, and free packs can move more freely again—the North breathes more easily.

Your intervention has earned you quiet respect from those who abhor Malar's influence: Auril's followers, independent wolf packs, and nature-loving clans see you as reliable hunters who act not out of bloodlust, but for protection.

🎲 Effect:

  • One-time: Advantage on one Survival check related to hunting, tracking, or tracking.

    • You enjoy reputation among Malar's enemies, who are more likely to be sympathetic to you.

Only in DC - FR - TNaiD - Adventures redeemable. Or Dm descreation.

Story Award Golden Wings (Familiar Golden Pseudodragon) common DDAL-00-05 Winter's Splendor Show
Notes:

"Characters who gain this story award receive a minor blessing from Milil in form of a golden Tattoo which covers their dominant arm. The tattoo takes the form of golden lines of a sacred holy song long forgotten by mortal bards."

Golden Wings

Like a candle, I burn
In the glow of your radiance
Like a plucked string, I learn
The bright hum of your resonance
Like a pilgrim, I bow
Humbled by your divinity
Will you come to me now?
I send you my prayer, my plea
Lifted voice, lowered eyes
Prostrated here on hands and knees…

Story Award: A Gift of Golden Wings
Song
Singing or reciting the lyrics to Golden Wings takes one minute. If a good-aligned character casts find familiar after making a successful DC 15 Charisma (Performance) check, they may summon a celestial gold pseudodragon to serve as their familiar. This creature is lawful good and abandons the character if they ever willingly harm a celestial.

Trillwing, the Gilded Pseudodragon

Minor Celestial Familiar of Milil, Lord of Song

Appearance
Trillwing is a small pseudodragon no longer than a housecat, its scales a warm, lustrous gold like polished brass under candlelight. Fine filigree-like patterns trace its wings, resembling musical notation when viewed closely. Its eyes shimmer opalescent white, as if reflecting unseen stage lights, and its tail barb glows faintly when it hums. When Trillwing flies, the air seems to ripple with soft chimes, like distant harp strings brushed by the wind.

Nature & Personality
Trillwing is playful, curious, and deeply emotional. It reacts strongly to music—purring at well-played melodies, bristling at discordant noise, and shedding tiny motes of golden light when truly moved. Though gentle, it is not timid; it will boldly interpose itself between cruelty and beauty, especially when art or performers are threatened.

It has a habit of tapping its tail in time with songs, correcting rhythm with tiny coughs or trills, and occasionally harmonizing in a clear, bell-like tone.

Celestial Origin
Trillwing is a minor celestial, created from a fragment of Milil’s divine chorus—specifically, the echo of a perfect performance once offered in devotion. Though bound as a familiar, it is not a mere construct; it understands reverence, inspiration, and the sacred role of art.
Trillwing subtly encourages its master toward:

Preserving lore, songs, and stories

Performing with sincerity rather than ego

Using beauty to soothe, inspire, or unite

Story Award: Eternal Love common FR-DC-CTT-01 Creepy Tavern Tales Show
Notes:

Story Award
You helped Sarion to calm down Lady Liriael and brought them together. If you want it or not in 20d10 years a crawling claw will come knocking at your door, window or grave with a wedding invitation...

Story Award: An unending Story common FR-DC-CTT-01 Creepy Tavern Tales Show
Notes:

The Wyrmling Amu is overjoyed that you helped to bring all the stories in the tavern to a happy conclusion. He will remain a lifelong friend of yours, in life and death. Always happy for you to return and tell him some stories of your latest adventures.

Part of this Story Award is the magic consumable "Amu's fabulous Tales of Toril" which is a magic picture book capable of animating the characters of the stories in it. Though he will miss it Amu grants you this book as a token of your friendship.

(Characters receive also a mundane version of the book (see adventuring gear) which gives a +5 to History Checks made to recall lore about famous fairy tales and heroic figures!)

Spellscroll of Tasha's Caustic Brew common WBW-DC-ZODIAC-01 The Pied Piper and the Rat King Show
Notes:

Spell Scroll, common.

A stream of acid emanates from you in a line 30 feet long

and 5 feet wide in a direction you choose. Each creature in

the line must succeed on a Dexterity saving throw or be

covered in acid for the spell’s duration or until a creature

uses its action to scrape or wash the acid off itself or

another creature. A creature covered in the acid takes 2d4

acid damage at the start of each of its turns.

At Higher Levels. When you cast this spell using a spell slot

of 2nd level or higher, the damage increases by 2d4 for each

slot level above 1st.

Tasha’s Cauldron of Everything , pg. 115.

“The spell scroll is etched and detailed like a musical sheet.”

Spellscroll of Plotarmor (Revivify) common FR-DC-CTT-01 Creepy Tavern Tales Show
Notes:

"Weil es langweilig ist wenn die Helden zu früh sterben natürlich!"
-Amu

Restorative Ointment common FR-DC-CTT-01 Creepy Tavern Tales Show
Notes:

Restorative Ointment (5 Charges)
Wondrous item, uncommon

This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound.

As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.

This Poison stems from the shadowfell and is used to poison undead creatures if applied correctly. Sadly it didn't came with a manual for how to use it but you found out through sheer morbid curiosity that it has quite the opposite effect on the living and cures them of any poison and disease.

Potion of Greater Healing common WBW-DC-ZODIAC-01 The Pied Piper and the Rat King Show
Notes:

4d4+4

Pipe of the Sewers (Piper's Pipe) uncommon WBW-DC-ZODIAC-01 The Pied Piper and the Rat King Show
Notes:

Wondrous Item, uncommon
You must be proficient with wind instruments to use these
pipes. While you are attuned to the pipes, ordinary rats and
giant rats are indifferent toward you and will not attack
you unless you threaten or harm them.
The pipes have 3 charges. If you play the pipes as an action,
you can use a bonus action to expend 1 to 3 charges, calling
forth one swarm of rats with each expended charge,
provided that enough rats are within half a mile of you to be
called in this fashion (as determined by the DM). If there
aren't enough rats to form a swarm, the charge is wasted.
Called swarms move toward the music by the shortest
available route but aren't under your control otherwise. The
pipes regain 1d3 expended charges daily at dawn.
Whenever a swarm of rats that isn't under another
creature's control comes within 30 feet of you while you are
playing the pipes, you can make a Charisma check contested
by the swarm's Wisdom check. If you lose the contest, the
swarm behaves as it normally would and can't be swayed by
the pipes' music for the next 24 hours. If you win the
contest, the swarm is swayed by the pipes' music and
becomes friendly to you and your companions for as long as
you continue to play the pipes each round as an action. A
friendly swarm obeys your commands. If you issue no
commands to a friendly swarm, it defends itself but
otherwise takes no actions. If a friendly swarm starts its
turn and can't hear the pipes' music, your control over that
swarm ends, and the swarm behaves as it normally would
and can't be swayed by the pipes' music for the next 24
hours.
Language. The bearer can speak and understand the Sylvan
language while the item is on the bearer’s person. The
bearer can also understand the language of rats and mice.

Pipe of Rememberance common FR-DC-CTT-01 Creepy Tavern Tales Show
Notes:

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 a scene of the bearer’s choosing from the stories it has been told. When this realistic performance is complete, the smoke dissipates. A new story or likeness may be added to the pipe’s repertoire if the bearer smokes the pipe while relaying a tale or describing a companion. The pipe can’t be used this way again until the next dawn.

Ooblex Robe (Robe of Useful Items) 13 Items common FR-DC-CTT-01 Creepy Tavern Tales Show
Notes:

Wondrous Item, Uncommon

This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can take a Magic action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.

The robe has two of each of the following patches:

Bullseye Lantern (filled and lit)
Dagger
Mirror
Pole
Rope (coiled)
Sack

In addition, the robe has 4d4 other patches. The DM chooses the patches or determines them randomly by rolling on the following table. (13)

Der Ooblex, der verzweifelt versucht am Leben zu bleiben, nutzt die Erinnerungen der Wesen in sich, um diese Gegenstände herzustellen.

Inhalt:
10 gems worth 100 GP each
Open pit (a 10-foot Cube), which you can place on the ground within 10 feet of yourself
Wooden ladder (24 feet long)
10 gems worth 100 GP each
Spellscroll of Enlarge/Reduce
10 gems worth 100 GP each
Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself
10 gems worth 100 GP each
Riding Horse with a Riding Saddle (Slimy, red Ooblex Horse)
Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself
Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself
Bag of 100 GP
Bag of 100 GP

Mask of the Zodiac (Rat) common WBW-DC-ZODIAC-01 The Pied Piper and the Rat King Show
Notes:

Der Träger kann sich einmal pro Longrest in Samsara in eine Ratte verwandeln.

Instrument of the bards (Doss Lute) Piper's Pipa) uncommon WBW-DC-ZODIAC-01 The Pied Piper and the Rat King Show
Notes:

Wondrous Item, uncommon (requires attunement by a Bard)

An instrument of the bards is an exquisite example of its

kind, superior to an ordinary instrument in every way.

Seven types of these instruments exist, each named after a

legendary bard college. A creature who attempts to play the

instrument without being attuned to it must succeed on a

DC 15 Wisdom saving throw or take 2d4 psychic damage.

You can use an action to play the instrument and cast one of

its spells: Fly, Invisibility, Levitate, Protection from Evil and

Good, Animal Friendship, Protection from Energy (fire only),

or Protection from Poison. Once the instrument has been

used to cast a spell, it can’t be used to cast that spell again

until the next dawn. The spells use your spellcasting ability

and spell save DC.

You can play the instrument while casting a spell that

causes any of its targets to be charmed on a failed saving

throw, thereby imposing disadvantage on the save. This

effect applies only if the spell has a somatic or a material

component.

Dungeon Master's Guide, pg. 176

“The pipa is engraved with moons, stars, and musical notes;

the rosette is heart-shaped.”

Language. The bearer can speak and understand Sylvan as

well as understand the language of rats and other rodents

while the item is on the bearer’s person.