Magic Items
Purchased Magic Items
Name
Rarity
Location ▼
Table
Result
Source
Horn of Silent Alarm
common
SJ-DC-AMAK-02: Enemy within
Show
Notes:
Horn of Silent Alarm Wondrous Item, common This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn’s blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn.
Unbreakable Arrow
common
DDAL10-00 Ice Road Trackers Part 2 Cold Welcome
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Notes:
Weapon (arrow), common
Gifted to you by Shaktal of the Reghed Wolf Tribe, this arrow proves to Wolf Tribe members loyal to Aluka that the bearer is a friend and ally.
This arrow can’t be broken, except when it is within an antimagic field.
Ring of Regeneration
very_rare
SJ-DC-AMAK-02: Enemy within
Show
Notes:
Ring of Regeneration Ring, very rare (requires attunement) While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.
Smoldering Studded Leather Armor
common
DDAL10-00 Ice Road Trackers Part 3 Chilled Drinks
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Notes:
Light armor, minor tier, common
Wisps of harmless, odorless smoke rise from this armor while it is worn. Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
Boots of False Tracks
common
DDAL10-00 Ice Road Trackers Part 1 Unsure Footing
Show
Notes:
Wondrous item, minor tier, common
Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size.
Name | Rarity | Location ▼ | Table | Result | Source | |
---|---|---|---|---|---|---|
Horn of Silent Alarm | common | SJ-DC-AMAK-02: Enemy within | Show | |||
Notes:
Horn of Silent Alarm Wondrous Item, common This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn’s blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn. |
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Unbreakable Arrow | common | DDAL10-00 Ice Road Trackers Part 2 Cold Welcome | Show | |||
Notes:
Weapon (arrow), common Gifted to you by Shaktal of the Reghed Wolf Tribe, this arrow proves to Wolf Tribe members loyal to Aluka that the bearer is a friend and ally. This arrow can’t be broken, except when it is within an antimagic field. |
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Ring of Regeneration | very_rare | SJ-DC-AMAK-02: Enemy within | Show | |||
Notes:
Ring of Regeneration Ring, very rare (requires attunement) While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time. |
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Smoldering Studded Leather Armor | common | DDAL10-00 Ice Road Trackers Part 3 Chilled Drinks | Show | |||
Notes:
Light armor, minor tier, common |
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Boots of False Tracks | common | DDAL10-00 Ice Road Trackers Part 1 Unsure Footing | Show | |||
Notes:
Wondrous item, minor tier, common |