Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Wild Monster Capture Cards (Deck of Illusions)
common
La guilde
CCC-KUMORI-0204 To Be the Very Best
Show
Notes:
Wild Monster Capture Cards (Deck of Illusions)
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 guaranteed in each pack! This item can be found in the Dungeon Master’s Guide.
Ace of hearts - Darkling
King of hearts - Satyr
Queen of heath - Meenlock
Jack of hearts - Axe beak
Ten of hearts - Dire wolf
Ace Of Diamond - 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 - Young dragon wirmling
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 Club - Giant Centipede
Ten of Clubs - Griffon
Potion de santé
common
La guilde
CCC-KUMORI-0204 To Be the Very Best
Show
Potion of greater healing
uncommon
La Guilde
DDAL07-02 Over the Edge
Show
Elven chain (Chain Shirt)
rare
CCC-HERO-BK3-04 Lilium Inter Spinas
Show
Notes:
You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor.
Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer’s upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
Wand of Smiles
common
CCC-HERO-BK3-04 Lilium Inter Spinas
Show
Notes:
This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and target a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to smile for 1 minute.
The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the want transforms to a wand of scowls.
Spell Scroll of Life Transference
uncommon
CCC-HERO-BK3-04 Lilium Inter Spinas
Show
Pixie Winged Boots
uncommon
SERVICE AWARD RÉCOMPENSES
Show
Notes:
These elegant, supple boots have iridescent, rainbow-colored pixie wings on their sides. When in use, the wings flutter and a trail of pixie dust sprinkles from their heels. This item functions as winged boots (see the Dungeon Master’s Guide).
While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.
The boots regain 2 hours of flying capability for every 12 hours they aren't in use.
Event Award : Harengon's Spirit Club
common
Event Award LN1-Fuzzytail Farm
Show
Notes:
This knotted club houses the spirit of a harengon. While wielding the club, your ears grow long like a hare's ears, granting you advantage on Wisdom (Perception) checks involving hearing. In addition, while wielding the club, you cast the jump spell. The club can't be used to cast jump again until the next dawn.
Staff of Swarming insects
rare
Trade Log
Show
Notes:
Requires Attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard
This staff has 10 Charges and regains 1d6 + 4 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a Swarm of Insects consumes and destroys the staff, then disperses.
Spells: While holding the staff, you can use an action to expend some of its Charges to cast one of the following Spells from it, using your spell save DC: Giant Insect (4 charges) or Insect Plague (5 charges).
Insect Cloud: While holding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for Creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the Effect.
Harengon's Freedom
common
Service Award Fuzzytail
Show
Notes:
The hilt of this shortsword is decorated with images of frolicking harengon and the blade is constructed of a shimmering dark purple crystal. When wielded, you gain a +2 bonus to initiative if you’re not incapacitated. This item functions as a +3 weapon (shortsword) (see the Dungeon Master’s Guide).
Headband of intellect
uncommon
Trade Log
Show
Notes:
Shining with a polished brilliance this golden headband never dulls. The sound of heavenly chimes can be heard when the wearer has a new idea.
Bracers of Flying Daggers
rare
Waterdeep - Dragon Heist
Service Award - Bracers of Flying Daggers
Show
Notes:
This armband appears to have thin daggers strapped to it. As an action, you can pull up to two magic daggers from the bracer and immediately hurl them, making a ranged attack with each dagger. A dagger vanishes if you don't hurl it right away, and the daggers disappear right after they hit or miss. The bracer never runs out of daggers.
Mind Poison Dagger
rare
Service Award - Mind poison Dagger
Show
Notes:
The metal of this dagger possesses a wavy pattern of blue, white, and black. You can use your action to cause the blade to exude a pale nimbus of light. This nimbus remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Wisdom saving throw or else take 2d10 psychic damage and be poisoned for one minute as feelings of extreme pain and misery race through the creature’s mind. This is a fear and charm effect. The dagger can’t be used this way again until the next dawn.
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Wild Monster Capture Cards (Deck of Illusions) | common | La guilde | CCC-KUMORI-0204 To Be the Very Best | Show | ||
Notes:
Wild Monster Capture Cards (Deck of Illusions) 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 guaranteed in each pack! This item can be found in the Dungeon Master’s Guide. Ace of hearts - Darkling King of hearts - Satyr Queen of heath - Meenlock Jack of hearts - Axe beak Ten of hearts - Dire wolf Ace Of Diamond - 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 - Young dragon wirmling 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 Club - Giant Centipede Ten of Clubs - Griffon |
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Potion de santé | common | La guilde | CCC-KUMORI-0204 To Be the Very Best | Show | ||
Potion of greater healing | uncommon | La Guilde | DDAL07-02 Over the Edge | Show | ||
Elven chain (Chain Shirt) | rare | CCC-HERO-BK3-04 Lilium Inter Spinas | Show | |||
Notes:
You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor. |
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Wand of Smiles | common | CCC-HERO-BK3-04 Lilium Inter Spinas | Show | |||
Notes:
This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and target a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to smile for 1 minute. |
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Spell Scroll of Life Transference | uncommon | CCC-HERO-BK3-04 Lilium Inter Spinas | Show | |||
Pixie Winged Boots | uncommon | SERVICE AWARD RÉCOMPENSES | Show | |||
Notes:
These elegant, supple boots have iridescent, rainbow-colored pixie wings on their sides. When in use, the wings flutter and a trail of pixie dust sprinkles from their heels. This item functions as winged boots (see the Dungeon Master’s Guide). While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land. The boots regain 2 hours of flying capability for every 12 hours they aren't in use. |
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Event Award : Harengon's Spirit Club | common | Event Award LN1-Fuzzytail Farm | Show | |||
Notes:
This knotted club houses the spirit of a harengon. While wielding the club, your ears grow long like a hare's ears, granting you advantage on Wisdom (Perception) checks involving hearing. In addition, while wielding the club, you cast the jump spell. The club can't be used to cast jump again until the next dawn. |
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Staff of Swarming insects | rare | Trade Log | Show | |||
Notes:
Requires Attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard This staff has 10 Charges and regains 1d6 + 4 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a Swarm of Insects consumes and destroys the staff, then disperses. Spells: While holding the staff, you can use an action to expend some of its Charges to cast one of the following Spells from it, using your spell save DC: Giant Insect (4 charges) or Insect Plague (5 charges). Insect Cloud: While holding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for Creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the Effect. |
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Harengon's Freedom | common | Service Award Fuzzytail | Show | |||
Notes:
The hilt of this shortsword is decorated with images of frolicking harengon and the blade is constructed of a shimmering dark purple crystal. When wielded, you gain a +2 bonus to initiative if you’re not incapacitated. This item functions as a +3 weapon (shortsword) (see the Dungeon Master’s Guide). |
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Headband of intellect | uncommon | Trade Log | Show | |||
Notes:
Shining with a polished brilliance this golden headband never dulls. The sound of heavenly chimes can be heard when the wearer has a new idea. |
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Bracers of Flying Daggers | rare | Waterdeep - Dragon Heist | Service Award - Bracers of Flying Daggers | Show | ||
Notes:
This armband appears to have thin daggers strapped to it. As an action, you can pull up to two magic daggers from the bracer and immediately hurl them, making a ranged attack with each dagger. A dagger vanishes if you don't hurl it right away, and the daggers disappear right after they hit or miss. The bracer never runs out of daggers. |
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Mind Poison Dagger | rare | Service Award - Mind poison Dagger | Show | |||
Notes:
The metal of this dagger possesses a wavy pattern of blue, white, and black. You can use your action to cause the blade to exude a pale nimbus of light. This nimbus remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Wisdom saving throw or else take 2d10 psychic damage and be poisoned for one minute as feelings of extreme pain and misery race through the creature’s mind. This is a fear and charm effect. The dagger can’t be used this way again until the next dawn. |
Unlocked Magic Items
Name
Rarity
Tier
Location
Table
Result
Source
war pick + 1
uncommon
1
CCC-TRI-09 Tinhammer Falls
Show
Notes:
Ce pic de guerre semble avoir une double utilité d'arme et de pioche.
Name | Rarity | Tier | Location | Table | Result | Source | |
---|---|---|---|---|---|---|---|
war pick + 1 | uncommon | 1 | CCC-TRI-09 Tinhammer Falls | Show | |||
Notes:
Ce pic de guerre semble avoir une double utilité d'arme et de pioche. |