Tidewright Find /
🌊 Fluid

Items

What the party are carrying · the box is the players’, the line under it is yours

At a Glance

For
Handing to players — copy the box, and nothing else
What is here
Every magic item the party have been given, one entry each
Under each box
The printed item it is modeled on, if any, the rarity, and where it came from
The rule
Modeled on printed items where one fits, for power balance. Where nothing fits, it is our own

How to use this

The boxed text is the whole handout. It says what the thing looks like and what it does, in the world’s own words, and it is written to be copied out whole with nothing trimmed off it. The line underneath is the DM’s: which printed item it is modeled on, if any, what rarity, and who gave it to them. Add an item here the session it changes hands, and link to it from that session’s Rewards rather than writing the description out twice.

The Cask That Never Empties

The Cask That Never Empties — a squat oak cask hooped in black iron, a sprig mark on the head, one bead of water at the bung
The cask A squat oak cask, a foot across, hooped in black iron and stamped on the head with a cooper’s mark. Twelve pounds, full or empty. Shake it and you hear liquid moving inside whether there is anything in it or not. Name what you want and hold something under the bung — water, fresh or salt; beer; wine; oil; vinegar; honey — and it comes, up to a gallon of it, twice between one dawn and the next. Emil Varga made it, and Varga casks do not leak.

The Cask That Never Empties

Wondrous item, uncommon

A squat oak cask a foot across, hooped in black iron and set on a wooden cradle. A cooper’s mark, a sprig inside a ring, is burned into the head. It weighs 12 pounds whether full or empty, and liquid can be heard moving inside it even when it holds nothing.

As an action, you can name a common liquid and pull the bung. The cask pours out up to 1 gallon of that liquid. It can produce fresh water, salt water, beer, wine, milk, oil, vinegar, honey, or any other ordinary liquid that is neither magical nor harmful, at the DM’s discretion. It can’t produce poison, acid, or any potion. Once poured, the liquid is ordinary and does not vanish.

The cask can be used twice, and regains both uses daily at dawn.

Alchemy Jug (2014 DMG, uncommon) · reskinned with one house cap: two uses per dawn, one gallon a use, and no acid or poison — any ordinary liquid instead of the book’s list. Given by Bess at the end of session 2, because she is tired of looking at it. In a port the fresh water and the beer are worth more than the DMG assumes, and the cap is what keeps that from becoming an income.

Dita’s Bracelet

Dita’s bracelets — a stack of five thin dark-iron bands, each glowing neon red
The bracelet A thin band of dark iron, no wider than a finger, that will not stay one colour. On the wrist it glows the red of a banked coal, and the glow is the spell inside it. Cast a spell of your own into it, nothing higher than the third level, and the band drinks it and turns the colour of what it drank. Say the word and the spell comes back out as though you had cast it that moment. It holds one at a time, and holds it until it is used. It came off Dita Ferrante’s wrist, and she wore five.

Dita’s Bracelet

Wondrous item, uncommon (requires attunement by a spellcaster)

A thin band of dark iron that glows faintly along its length. The colour of the glow is the spell it holds, and it changes when the spell does. Empty, it is dull and dark.

The bracelet stores one spell of 3rd level or lower at a time. While attuned to it, you can cast a spell of 1st to 3rd level into the bracelet by touching it as you cast. The spell has no effect other than to be stored. If the bracelet already holds a spell, the new spell is lost and its slot is spent.

While wearing the bracelet, you can cast the stored spell as an action, using your own spell save DC, spell attack bonus, and spellcasting ability, whoever put it there. The spell then leaves the bracelet.

It currently holds fireball, cast into it by Dita.

Ring of Spell Storing (2014 DMG, rare) · reskinned with three house caps that bring it down to uncommon: one spell at a time, 3rd level at most, and only the attuned wearer can load it. One tweak on top: the stored spell always uses the wearer’s numbers, so a spell Dita put in is cast with Marellius’s DC, and nothing about her sheet has to exist. Given by Dita Ferrante to Marellius in session 4, holding fireball.

Thor’s Rope

Thor’s rope — a coil of pale silk rope with a dark tarred monkey’s fist at one end, its free end lifting on its own
The rope Sixty feet of pale grey silk rope, worn smooth where hands have held it, with a heavy monkey’s fist of tarred cord knotted into one end. Coiled over a shoulder it weighs almost nothing. Throw the weighted end at a beam, a mast or a ledge, and it bites the moment it lands and holds as if it were nailed there. You can swing on it or haul yourself up it in one breath. Tell it to let go and it lets go; tell it to knot and the knots rise along its length. It was Thor’s, and he got around the warehouse lofts and the ships’ rigging on it for years.

Thor’s Rope

Wondrous item, uncommon

A 60-foot silk rope with a monkey’s fist at one end. It weighs 3 pounds and holds up to 3,000 pounds.

Throw. As an action, throw the weighted end at a point you can see within 30 feet. It fastens there the moment it lands, and you can use your movement to swing or climb to that point without a check.

While you hold one end, you can use a bonus action to tell it to fasten or unfasten itself, knot or unknot itself, or coil itself for carrying. Knotted, it shortens to 50 feet and gives advantage on checks to climb it.

The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes while it has at least 1, and is destroyed at 0.

Rope of Climbing (2014 DMG, uncommon) · reskinned with one house tweak: thrown as an action at a point within 30 feet, it fastens the moment it lands, instead of crawling there 10 feet a turn, so it can be swung on the turn it is thrown. Given to the party by Thor at the table in session 3.

The Cold Kiss

The Cold Kiss — an iron brand, its head a wheel with one spoke missing, glowing sea-green and dripping seawater. The coiled hoop handle in this picture is outdated: since 2026-11-01 the grip is bone-white wood wound in old scarlet thread
The iron A branding iron as long as your arm. The grip is bone-white wood, wound in scarlet thread gone brown with handling, and the iron is cast in one piece with no weld and no hammer mark on it anywhere. The head is a wheel with one spoke gone, and a gap in the rim where it was. Dry, it is dull and cold. Wet it with seawater and the wheel lights a cold sea-green, and the water beads on it and will not run off. Hold it near a cask that carries its mark and you feel what is inside. Dalton killed Wat Fenner with it, and Thor calls it the Cold Kiss.

The Cold Kiss

Wondrous item, story item

An iron brand about two feet long, cast in one piece. The grip is bone-white wood wound in old scarlet thread, and the head is a wheel with one spoke missing. Wet with seawater, the head glows sea-green.

Marked souls. While holding it, you can make a DC 15 Charisma check to sense the emotions of one soul within 30 feet that carries its mark. On a failure, you can’t try that soul again until you finish a long rest.

Send on. When an Ino made by it is destroyed, its soul is loose in that space until the end of the next round. As an action, you can press the head to that space and send the soul on to the Wheel.

No printed item · nothing in the books does this, so it is our own. Where it comes from (Jack, 2026-11-01): it is the Sanguine Inquisition’s own iron, made by House Unåia for sending the unsent on, which is still what it does in the one loose round. The Soul Collectors are priests who disavowed Unåia (🔒 canon), and one of them carried it off and turned it: pressed on the dying, it claims instead of sends. The Collector north of the reef gave it to Dalton. Bone-white and scarlet are the Inquisition’s colours, and Serrin will know it on sight. This replaces the cask-hoop origin of 2026-09-14; the picture above still shows the old handle. Its two uses are the session 4 rules. Pressed on someone as they die, it claims the soul for a cask (the rule is on Story Beats); the handout leaves that out because the party can’t use it that way. Words from a soul need it woken by Speaker Dol, once, or by Sai. Found in Wat Fenner’s hand in the warehouse cellar in session 4.

The Sweet Nothing

The Sweet Nothing, Dita’s second bracelet — a thin dark-iron band with a seam around it glowing pale blue
The bracelet Dita’s second bracelet, a band of the same dark iron as the first but thinner, with a seam of pale silver running around it. It does not glow red. It glows a faint blue-white, like frost on a window, and brightens when someone speaks near it. Point it at anyone within a long bowshot and whisper, and the words reach their ear alone, and they can whisper back. Dita put it on your wrist herself. She says it is so you can reach her.

The Sweet Nothing

Wondrous item, common

A thin band of dark iron with a seam of pale silver around it. It glows a faint blue-white.

While wearing it, you can cast the message cantrip from it at will.

Modeled on Sending Stones (2014 DMG, uncommon): one half of a matched pair. Its visible power is a cantrip, so it sits at common. What it really does is the tracking, which is behind the screen on the session 4 sheet. Given by Dita Ferrante to Marellius in session 4.

The Second Thought

The Second Thought — a dark, stepped, square-edged crystal with a green, violet and gold sheen, held in a cage of knotted tarred twine on a cord
The pearl A black pearl the size of a thumbnail, held in a small cage of tarred twine on a cord. It grew wrong: no curve anywhere on it, only flat faces and square steps, like a crystal. In the hand it is dark and quiet. Turn it in the light and an oily sheen moves over it: peacock green, violet, a little gold. When your temper rises, the colours rise with it, brighter and faster, before you feel it yourself.

The Second Thought

Wondrous item, uncommon (requires attunement)

A black pearl that grew stepped and square-edged, like a crystal, in a cage of tarred twine on a cord. Its sheen brightens and moves as the wearer’s anger builds.

Once per day, when you roll on your Wild Magic Rage table, you can roll again. You must use the new result. The pearl then flares through every colour at once and goes dull and matte until the next dawn.

Modeled on Chaos Conquered, the 14th-level Path of Wild Magic feature in The Dungeon Coach’s Wild Magic Bundle, cut down to once a day with no choice of targets. The colour gives Nonne a warning before a rage, not a mechanic. A black pearl from the good Ferrante beds that grew stepped and square-edged, which no oyster should make; the pale bed’s shells hold none. It has no hidden catch. Not handed over yet. It reaches Nonne from Dita through Trill, or from Thor as his own (session 7).

Toto’s Blowgun

Toto’s Blowgun — a stalk of green bamboo veined and bound with brass at every node, a flared brass mouthpiece, a marked brass ring, and one green leaf growing from the middle
The blowgun A stalk of Juhasa bamboo as long as your arm, still green, with brass worked into it. Thin veins of brass run along the grain and grip each joint like roots, and they end in a flared brass mouthpiece at one end and a brass ring at the other. Scratched small into the ring is the same mark Toto put on every tool he owned. One leaf still grows from the middle of it. A dart blown through it flies truer and hits harder than it has any right to. Toto made it for Trill, and the darts are their problem.

Toto’s Blowgun

Weapon (blowgun), uncommon

A stalk of green bamboo veined with brass, with a brass mouthpiece and a brass ring. Toto’s mark is on the ring.

You have a +1 bonus to attack and damage rolls made with this magic weapon.

+1 Weapon (2014 DMG, uncommon). No separate stats: Trill rolls it with the stats of the weapon already on their sheet. Given by Toto Tousa at Toh’Angalo, before the campaign — see Parting Gift, not yet played.

The Lantern Band

The bracelet Dita’s third bracelet, dark iron like the other two, with a seam of green glass running around it. Whistle through it and the seam lights, a small green glow, enough to read a page by. Whistle again and it goes out. Dita put it on Tam’s wrist herself.

The Lantern Band

Wondrous item, common

A thin band of dark iron with a seam of green glass. It glows green when lit.

While wearing it, you can whistle through it as an action to cast light on it, or to end the spell. The light is green.

Modeled on a common wondrous item that casts light (2014 DMG, common). No catch. Dita Ferrante’s gift to Tam, the morning after she calls the forgery: a thing a twelve-year-old cannot refuse, and a sign on Tam’s wrist that Haxami reads at once (Jack, 2026-11-01). What she says when she puts it on him is Jack’s. See In Play. No image yet.