Eberron #
GM Eyes Only
Overall Arc
TODO: This Section!!!
- Start in Sharn with the
Magic Item Ideas #
- Shield of Retreat (Armor, shield): While wielding this wrought-iron shield, you can use a bonus action to speak its command word. The shield instantly shatters into twenty caltrops (phb 151), which cover a 5-foot-square area. This area is always behind you, and moves with you. The effect ends after the caltrops have dealt 20 points of damage.
- Scroll of Hideous Puns (Scroll): This scroll is inscribed with ten hideous puns, each imbued with enchantment magic. You can use an action on each of your turns to read a pun and target a creature within 30 feet. The target is affected as though you had cast the spell Hideous Laughter (phb 280) upon it, except that the effect only lasts until the end of its next turn. If you stop reading the scroll and take any other action, or when you read the last pun, the scroll disintegrates and is dust-royed
- Studded Leather of Useful Items (Armor, studded leather): Among the rivets covering this studded leather armor are several unique rivets inscribed with symbols. While wearing the armor, you can use an action to detach one of these rivets, causing it to become the object it represents. The armor has the following rivets: 2 x broken longsword, chain (10 feet), dagger, 2 x grappling hook, 2 x mace, 2 x signet ring, steel mirror. Once the last inscribed rivet is removed, the armor becomes nonmagical studded leather armor.
- Prismatic Blade (Weapon, longsword, requires attunement): This item appears to be a longsword hilt. While holding the object, you can use a bonus action to cause a blade of prismatic radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. When you hit a target with this weapon, roll 1d6: 1. the weapon deals fire damage, 2. acid, 3. lightning, 4. poison, 5. cold, 6. no damage but the target is blinded until the start of your next turn.
- Scroll of Paper Cuts (Scroll): You can use an action to read this scroll, which causes it to explode into a spray of paper shrapnel. Each creature in a 15 foot cone must make a DC 13 Dexterity saving throw. A creature takes 3d6 slashing damage on a failed save, or half as much on a successful one.
- Tankard of Truth (Wondrous Item): When this silver tankard is filled and both you and at least one other creature drink from it, its enchantment is automatically activated. Each creature which has drunk from the tankard must make a DC 13 Charisma saving throw. On a failed save, the creature can’t speak a deliberate lie to any other creature which has drunk from the tankard. The effect lasts until the tankard is empty, or for 10 minutes. The tankard can’t be used this way again until the next dawn.
- Trident of Tentacles (Weapon, trident, requires attunement): When you make an attack with this trident, if the d20 roll is a 19 and your attack hits your target, the target becomes entangled by squirming, ebony tentacles. At the start of each of the target’s turns, it must succeed on a DC 13 Strength or Dexterity (its choice) saving throw or take 3d6 bludgeoning damage and be restrained until the start of its next turn. A successful save immediately ends the effect.
- Tangle Bug (Potion): This potion flask contains a single small, beetle-like insect altered by alchemy. After it is released from the flask, the bug exists for exactly 1 minute. The bug moves 10 feet per round to a point you specify, then explodes into a 20 foot square of grasping tendrils. If the bug takes any damage, it explodes immediately. For the remainder of the duration, these tendrils turn the ground in the area into difficult terrain.
- Rod of Chains (Rod, requires attunement): In its normal form, this is a plain rod of iron. You can use a bonus action to transform the rod into a chain shirt, flail, or 10-foot chain. This new form lasts for 1 hour or until you use this property again.
- Damp Bag (Wondrous Item): This ordinary bag, made from blue-green cloth, appears empty. Reaching into the bag, however, reveals the presence of a small, damp object. You can use an action to pull the damp object from the bag and throw it up to 20 feet. When the object lands, it transforms into either an octopus or a giant crab. The creature vanishes at the next dawn or when it is reduced to 0 hit points. It is friendly to you and your companions, and it acts on your turn. Once three damp objects have been pulled from the bag, the bag can’t be used again until the next dawn.
- Gauntlets of Swift Armor (Wondrous Item, requires attunement): While wearing these bronze gauntlets, you can use an action to conjure and instantly don matching splint armor. Any armor you may already be wearing falls to the ground in your space.
- Staff of Druidkind (Staff, requires attunement by a non-druid): While holding this wooden staff, you gain the following benefits: Your Wisdom score increases by 2, to a maximum of 20. You have advantage on Charisma (Persuasion) checks made to interact with druids. You can use an action to expend 1 of its charges to cast the cantrip Resistance. The staff has 10 charges, and regains 1d6 + 4 expended charges daily at dawn. In addition, while attuned to the staff, you have a 50 percent chance each day at dawn of your eyes becoming cat-like.
Cyphers #
- A slender spindle of ruby on a leather cord. When impaled into flesh, the cypher dissolves and grants you 3d8 temporary hit points.
- A jade fragment smeared with crimson blood. When thrown at a target, the cypher destroys metal objects.
- Cypher of the Iron King: A jagged iron spike, smeared with blood. When impaled into the flesh of another creature, that creature becomes your thrall, as per the spell dominate person.
- A jagged orichalcum shard warped by magic. When held and activated, the cypher conjures a non-magical weapon of your choice.
- A slender shard of amethyst smeared with crimson blood. When impaled into flesh, the cypher dissolves and transforms you into an undead skeleton for 1d6 rounds.
- A broken elder staff on a leather cord. When held and activated, the cypher conjures a stone tower.
- A mangled copper plate smeared with crimson blood. When worn and activated, the cypher grants you a +1 bonus to Armor Class until you take a long rest.
- A broken bloodstone cube engraved with geometric patterns. When thrown at a target, the cypher explodes into a cloud of noxious gas (1d6 poison damage and poisoned, Con save half and negates).
- A mangled scrap of iron chainmail on a leather cord. When worn and activated, the cypher grants you resistance to Bludgeoning damage for 1d6 rounds.
- A jagged orichalcum shard damaged by flame. When held and activated, the cypher conjures a spray of flames (range 15 feet, 2d6 fire damage, Dex save half).
Stuff #
This is all the Lazy DM Session pages for my run of the LMoP campaign.
- Player Characters
- Information on the players' characters in Ideas.
- Meet your sister!
- ✅ Skydiving ✅ Shipwreck salvage ✅ Extreme mimic riding ✅ Fended off the underbelly of the city ⬜ Procured 5 ingots of Byeshk
- Out of the Bayou
- The party has successfully tried skydiving without parachutes, but what is next for our intrepid adventurers???
- In the Bayou
- The party has successfully tried skydiving without parachutes, but what is next for our intrepid adventurers???
- Ideas for Eberron campaign
- Ideas for building the Eberron campaign.
- Out of Sharn
- Starting point for the Eberron campaign.