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
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 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
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
Wondrous item, story item
An iron brand about two feet long. The handle is a flattened cask hoop coiled at the grip, 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. 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
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.