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Season Sheet # Sheet Descriptions (Links open in new tab) Status


Missing Underworld
Season 0 1 Season Agnostic: Released AOs, LMOP, LTOMD, D&D Opens, Etc.
Speculation Rewards
2 Tyranny of Dragons Adventurers League Modules Completed
Season 1 3 Hoard of the Dragon Queen Hardcover Completed
4 Rise of Tiamet Hardcover Completed
5 Elemental Evil Adventurers League Modules Completed
Season 2
6 Princes of the Apocalypse Hardcover Completed
7 Rage of Demons Adventurers League Modules Completed
Season 3
8 Out of the Abyss Hardcover Completed
9 Curse of Strahd Adventurers League Modules Completed
Season 4
10 Curse of Strahd Hardcover Completed
11 Storm King's Thunder Adventurers League Modules Completed
Season 5
12 Storm King's Thunder Hardcover Completed
13 Tales of the Yawning Portal Adventurers League Modules Completed
Season 6
14 Tales of the Yawning Portal Hardcover Completed
15 Tomb of Annihilation Adventurers League Modules Up-to-date (April 2018)
16 Tomb of Annihilation Hardcover Completed
Season 7
Missing rewards for DDHC-
17 Tomb of Annihilation Guild Adept & Tortle Package
TOA-11, 12, and 14.
Missing most BMG S
adventures, BLD-01-03,
CCC 18 Convention Created Content ANIMEs, GEL-01, SCAR01-01,
CIC-05,06,08, GARY-04 to 09,
MACE01-01,02
No plans to include this
Author Only 19 Author Only Content Including Keep on the Borderlands A-E
content
Only missing listed
Index 20 Index of Magic Item Locations
adventures above

See any mistakes? Needs updating? Send me an email.


alspoilers@gmail.com

FAQ
When will Modules: As soon as they are available on the DMsGuild website for me and others to purchase.
you post Epics & Convention Specials: When someone sends me the pdf. No sooner than two weeks post-premiere.
_____? Author Only: I don't collect/post info on these.
What do
I'm currently looking for pdfs for: BMG S adventures
you need?
Why
Sometimes epic/specials rewards sections aren't complete. I also hope someday to expand this sheet to include
collect
story awards and possibly an index for recurring NPCs.
pdfs?
1) Use the affiliate links in this document when you buy modules
How can I Some
2) Bookmark/use this link for your DMsGuild purchases DMsGuild Website
help? Options
3) Contribute the cost of the next module I need to purchase. Pay for a module

Changelog
Date Change Descriptions
2018-04-06 Added DDAL07-13 and 14. Added listings for CCC-MACE01-01 and 02, need rewards.
2018-04-04 Added rewards for CCC-SFBAY-04-01 and 04-02.
2018-04-03 Added 11 CCC listings (need rewards): GEL-01, SCAR01-01, CIC-05,06,08, and GARY-04 to 09
2018-03-14 Added listings for CCC-ANIME trilogy listings, missing rewards.
2018-03-08 Added DDAL07-11 and DDAL07-12
2018-02-15 Added listings for 4 newly legal guild adept adventures. Added rewards for The Risen Mists. Added DDEP07-02.
2018-02-12 Rewards added for PHLAN2 series. Links added for Undworld Speculation and CCCs: BLD-01-03, SFBAY-04-01, SFBAY-04-02; need rewards.
2018-02-10 Added DDAL07-09 and DDAL09-10, Added info for SFBAY02-01
2018-01-08 Added links for PHLAN2 series and SFBay-02-01, need info for them
2018-01-05 Added DDAL00-02 Lost Tales of Myth Drannor
2018-01-02 Added DDAL00-03 Those That Came Before to the Season 0 section.
2017-12-20 Added Winter's Flame (Season 0 adventure). Noted that Underworld Speculation, DDIA-XGE, is missing.
2017-12-12 Added Season 4 and 5 epic magic items to index
2017-12-05 Added DDAL07-06,07,08 and CCC's GHC-04,05,06,07,08,09; ODFC01-01,02,03; TRI-02; KUMORI-01-01,02;
2017-11-13 Added items missing from TOA Guild Adept modules, TOA Hardcover, CoS
2017-11-07 Added DDAL07-03,04,05
2017-11-06 Added Tortle Package, updated ToA with Random Encounters. Consolidated Season 0 content.
2017-11-03 Added second CCC HULB trilogy, CCC THENT trilogy
2017-11-02 Completed Guild Adept entries, updated Index with that content
2017-11-01 Updated index with ToA Hardcover items
2017-10-31 Updated list of CCCs, Guild Adept adventures. Added 3 Guild Adept adventures.
2017-10-30 Completed ToA Hardcover
2017-10-25 Fixed Typos, added missing items to Index
2017-10-05 Added CCC-SRCC01 Trilogy
2017-10-02 Completed chapters 1 & 2 on Tomb of Annihilation Hardcover
2017-09-28 Added CCC-ROZK01 Trilogy to Rewards Sheet and Index
2017-09-25 Added CCC-TRI-01 Into the Darkness
2017-09-22 Corrected downtime for mini-adventures, Added conditional formatting to Changelog dates
2017-09-13 Added DDEP07-01, and titles for announced Season 7 Content
2017-09-12 Began Adding Season 7 Content, Added CCC-QCC-2017
2017-08-12 Added CCC-LINKS-01 (Added to Belt of Hill Giant Strength in Index)
2017-08-07 Added CCC-BLD-1-1 and 1-2 Bleeding Gate, Fixed Dragon Scale Mail in HotDQ
2017-07-20 Added CCC-DDSC-01 Murder at the Stop
2017-07-16 Fixed adventure codes for Baldman CCC
2017-07-13 Added CCC-CIC-04, and CCC-YLRA01-01 to 01-03
2017-07-11 Added DDEP06-03
2017-07-01 Added DDAL06-03
2017-06-21 Added CCC-PDXAGE-01 and CCC-PDXAGE-02
2017-06-19 Corrected listed rarity of Shatterspike in Index
2017-06-06 Added DDAL06-02 and updated index
2017-06-05 Added FAQ to Table of Contents. Fixed 05-12 through 05-16 missing from index.
2017-05-30 Fixed Typos and Missing Immovable Rod in Princes of the Apocalypse
2017-05-23 Added rewards from DDEP06-02 to TYP AL and Index
2017-05-08 Added missing random treasure hoards to Storm King's Thunder hardcover
2017-05-06 Added items missing from PotA Addendum to Index
2017-05-05 Added Rewards form D&D Open 2016: Souldbound Tomb
2017-05-02 Added DDAL06-01
2017-05-01 Updated min/max XP for DDAL05-10 based on errata
2017-04-29 Updated magic items index with everything from TYP
2017-04-28 Added CCC-SALT01-01 to 01-03; Added TYP Items p.1-76 to Index.
2017-04-23 Added CCC-GARY01-03, Updated DM Rewards for CCC, Added links to season bundles
2017-04-22 Finished rewards list for Tales of the Yawning Portal Hardcover
2017-04-19 Updated DM Reward Amounts for Season 6 Guidance
Level Level, Chapter Page Spellbooks and DM
Adventure Adventure Title Runtime Min/Max XP Treasure (GP) Consumables Magic Item 1 Magic Item 2/Specials Renown Downtime
Range Optimized for /Section Numbers Scrolls XP/Gold/Downtime
5-10 4 6750/9000 3000 2250/1175/10
DDAL00-01 Window to the Past 11-16 4 14250/18000 6000 Adamantine Armor Rod of Security 1 10 4500/2250/10
17-20 4 28500/40000 17500 10000/5000/10
The
DDAL00-02A 1-4 3 2 Darkwood 8-16 450/600 275 Sprite Sleep Poison Cloak of Protection 1 (EE) 5 200/100/5
Webs
The Spell Scroll of Find
DDAL00-02B 1-4 3 2 Weirding 17-28 450/600 525 Potion of Healing Familiar, Gorig's Stone of Good Luck 1 5 200/100/5
Vats "Spellbook"
Spawn of the Potion of Greater Healing,
DDAL00-02C 5-10 8 2 Maimed 29-37 4500/6000 2300 Potion of Resistance Bracers of Defence 1 5 750/375/5
Virulence (Poison), Potion of Heroism
Spell Scroll of
Echoes of
Fireball (5th level), Flame Tongue
DDAL00-02D Lost Tales of Myth Drannor 5-10 8 2 the Weeping 38-46 1875/2500 1700+ Potion of Invisibility 1 5 750/375/5
Spell Scroll of (Longsword)
War
Restoration
Spell Scroll of Lesser
Restoration, Spell
Scroll of Ray of
Forgotten
DDAL00-02E 11-16 13 2
Foes
47-56 5050/6750 5000 Oil of Sharpness Enfeeblement, Scroll Rod of Absorption 1 5 1600/800/5
of Protection (Fey), 5
Chained Tomes
"Spellbook"
The
Tome of Stilled
DDAL00-02F 17-20 18 2 Definition of 57- 14000/18500 12700 Quaryl's Spellbooks
Tongue
1 5 3350/1675/5
Heroism
Favor of Candlekeep
Can learn ancient
Netherese by
spending 120
downtime days at
Candlekeep doing
nothing other than
Potion of Superior Healing x working on your Wand of Wonder
11-16 13 4 11500/13500 4500 [1] Rod of Alertness 1 10 3200/1600/10
2 knowledge of this (Rooster)
language. May
instead choose three
spell scrolls of up to
5th level for free from
an approved
Adventurers League
resource.
DDAL00-03 Those That Came Before
Favor of Candlekeep
Can learn ancient
Netherese by
spending 120
downtime days at
Candlekeep doing
nothing other than
Potion of Supreme Healing working on your Wand of Wonder Gray Robe of the
17-20 18 4 20000/27000 5500 [2] 1 10 6700/3350/10
x2 knowledge of this (Rooster) Archmagi
language. May
instead choose three
spell scrolls of up to
7th level for free from
an approved
Adventurers League
resource.
Chultan Midwinter
Flurried Furs (Smoldering
DDAL00-04 Winter's Flame 1-4 3 2 450/600 370 [3] Candle (Candle of 1 5 200/100/5
Armor) [4]
the Deep)
Scroll of Confusion,
Weapon of Ring of Resistance,
PAXW2016 Cloud Giant's Bargain 5-7 4 4500/7500 2600 [5] Scroll of Otulke's 1 10 1500/750/10
Wounding Sentinel Shield
Resilient Sphere
Alchemist's Fire, Potions of
Silver +1 Dagger, +1
1-4 4 800/section Healing (4), Potion of Fire +1 Rod of the Pact Keeper
Shield,
Resistance
Alchemist's Fire (x3),
+1 Mace (w/ 1 extra +1 Shortsword (w/ 1
Potions of Greater Healing
5-7 4 3200/section fire), +1 dagger (w/ 1 extra lightning), +1
(x16), Potion of Cloud Giant
Soulbound Tomb (Round 1) extra cold) Battleaxe (+1 extra fire) 1 10
Strength, Potion of Flying
Potions of Greater Healing
(x8), Potions of Superior
Eyes of Charming, Flametongue, Instrument
8-10 4 3200/section Healing (x10), Potions of
Javelin of Lightning of the Bards - Cli Lyre
Invulnerability (x2), Potion
of Speed
+1 Weapon, +1 Rod of
the Pact Keeper, Gem of
Brightness, Figurine of
1-4 4 5200 Wondrous Power
DDAL-OPEN- (Raven), +1 Wand of the
2016 [6] War Mage, Staff of the
Adder
+1 Weapon, Periapt of
Necklace of Fireballs,
Proof against Poison, +1
Potions of Greater Healing Dagger of Venom,
Rod of the Pact Keeper,
(x4), Potion of Frost Giant Helm of Comprehend
Gem of Brightness,
Strength, Potion of Languages, Sending
Soulbound Tomb (Round 2) 5-7 4 8200 Figurine of Wondrous 1 10
Invulnerability, Potion of Stones, Gloves of
Power (Raven), Bag of
Supreme Healing, Potion of Thievery, Frost
Tricks (Rust), Ring of
Invisbility, Potion of Flying Brand, Robe of
Resistance, Giant Slayer
Useful Items
(Greataxe)
+2 Weapon, Periapt of
Proof against Poison,
Portable Hole, +2 Rod of
8-10 4 12200 the Pact Keeper, Pearl of
Power, Bag of Tricks
(Rust), Adamantine Half-
Plate, Cloak of Arachnida
DDAL-OPEN-
Lost Temples of Lake Luo 1-10 4
2017
1 - Goblin
11-12 160.2 [7] Healing (x2)
Arrows
2-
940 [8] Healing (x3) [9]
Phandalin
Redbrand Augury, Charm
20-26 931.9 [10] Healing (x3), Invisibility A +1 longsword Staff of Defense [11]
Hideout Person, Fireball
3 - The
Spider's
Web
Old Owl Well 29 208.5 [12] Healing Darkness Ring of Protection
DDHC-LMOP Lost Mine of Phandelver 1-4 Ruins of Misty Step, Lightning Hew (+1 Battleaxe)
30-35 1109.5 [13] Healing, Flying
Thundertree Bolt [14]
Wyvern Tor 35 116.5 [15]
Cragmaw
38-41 707 [16] Healing (x4) Silence, Revivify
Castle
Boots of Striding and
Springing, Gauntlets Wand of Magic Missles
4 - Wave of Ogre Power
44-50 1346.2 [17] Vitality, Healing
Echo Cave Lightbringer (+1 Dragonguard (+1
mace) [18] breastplate) [19]
Spider Staff [20]
Potion of Climbing, Potion
1-2 75/100 100 - - 1 5 100/50/5
of Healing
1-2 200/300 100 A +1 Shortsword - 1 5 150/75/5
Potion of Poison
1-2 300/400 200 - - 1 5 150/75/5
Resistance
DDAL-VOLO In Volo's Wake 1-4
1-2 300/400 200 - Circlet of Blasting - 1 5 150/75/5
Potion of Greater Healing, Scroll of Lesser
1-2 425/550 300 - - 1 5 225/112/5
Potion of Hill Giant Strength Restoration
Ring of Mind
1-2 425/550 400 - - 1 5 225/112/5
Shielding
DDIA-XGE Underworld Speculation 1-4 3 2 5 200/100/5
Level Level, Treasure Renown Secret DM
Adventure Adventure Title Range Optimized for Runtime Min/Max XP (GP) Consumables Magic Item 1 Magic Item 2/Specials (Extra) Mission Downtime XP/Gold/Downtime
Season 1 DMsGuild Bundle
DDEX1-1 Defiance in Phlan 1-4 1 2 [21] 75/100 150 [22] Potion of Healing 1 (OG) 5 100/50/5
Wand of Magic Detection Moonsea Cults, Splint
DDEX1-2 Secrets of Sokol Keep 1-4 2 4 450/600 525 [23] [24] Armor [25] 1 (H) 10 300/150/10
DDEX1-3 Shadows over the Moonsea 1-4 2 4 450/600 605 [26] Potion of Healing Ring of Evasion [27] 1 (OG,EE,LA) 10 300/150/10
DDEX1-4 Dues for the Dead 1-4 2 4 450/600 1000 [28] Goggles of Night [29] 1 10 300/150/10
Ring of Fire Resistance
DDEX1-5 The Courting of Fire 1-4 2 4 450/600 800 [30] [31] Spell Scroll: Flame Blade 1 (Z) 10 300/150/10
Spell Scroll: Dispel Magic,
DDEX1-6 The Scroll Thief 1-4 2 4 450/600 800 [32] Potion of Healing Headband of Intellect [33] Spell Scroll: Hold Person 1 (All) 10 300/150/10
DDEX1-7 Drums in the Marsh 1-4 3 4 600/750 495 [34] Keoghtom's Ointment [35] Spell Scroll: Fireball 1 (EE) 10 400/200/10
Spell Scroll: Chromatic
DDEX1-8 Tales Trees Tell 1-4 3 4 600/750 800 [36] Cloak of Elvenkind [37] Orb 1 (EE) 10 400/200/10
DDEX1-9 Outlaws of the Iron Route 1-4 2 4 450/600 750 [38] a +1 Longbow [39] 1 (All) 10 300/150/10
Ioun Stone of Protection Spell Scroll: Sending,
DDEX1-10 Tyranny in Phlan 5 - 10 6 4 3000/4000 1800 [40] Potion of Healing [41] Spellbook [42] 1 (H, LA) [43] H, LA 10 1000/500/10
Dragonborn Mage
Spellbook, Rorreth's
Spellbook, Spell Scroll:
Potion of Healing, Dispel Magic, Spell Scroll:
DDEX1-11 Dark Pyramid of Sorcerer's Isle 5 - 10 6 8 6000/10000 2600 [44] Vial of Acid Horn of Blasting [45] Gaseous Form [46] 1 (Z) [47] Z 20 2000/1000/20
Uliset Faelgren's
Spellbook, Spell Scroll:
Protection from Energy,
Potion of Spell Scroll: Water Walk,
DDEX1-12 Raiders of the Twilight Marsh 5 - 10 6 4 3000/5000 7900 [48] Invulnerability A +1 Splint Armor Spell Scroll Haste [49] 1 (All) [50] EE, OG 10 1000/500/10
Potion of Gaseous
Form, Potion of Mantle of Spell Spell Scroll: Dispel Magic,
DDEX1-13 Pool of Radiance Resurgent 5 - 10 8 4 4500/6000 3085 [51] Greater Healing Resistance [52] Spellbook [53] 1 (H, OG) [54] 10 1500/750/10
DDEX1-14 Escape from Phlan 5 - 10 6 4 3000/5000 1450 [55] Robe of Eyes [56] Mage's Spellbook [57] 1 10 1000/500/10

Red Vellum Spellbook,


Amulet of Health, +1 Drow-skinned Spellbook
DDEP1 Corruption in Kryptgarden 1-4 4 450/750 1150 Longsword [58] 2-3 10 300/0/10
Special Award to one player: Green Dragon Mask

Contributed by Gametank88
Chapter Chapter Title Recom. Level Treasure (GP) Potions Scrolls Consumables Magic Item 1 Magic Item 2 Spellbooks
2 Potions of
1 Greenest in Flames 1 Healing
2 Raiders' Camp 2 250 ea.
3 Dragon Hatchery 3 3395 gp
4 On the Road 4 Variable A +1 Longbow
5 Construction Ahead 4 1400 gp
2 Potions of
Healing, Potion
of Greater Dagger of Azbara Jos
6 Castle Naerytar 5 14446 gp Healing Oil of Etheralness Venom [59] Spellbook [60]
Dragongleam, Wand of Winter, +1 chain
2 Potions of Scroll of Arrow-catching mail, White Dragon Scale
7 The Hunting Lodge 6 13855 Healing Scorching Ray Shield [61] Mail
Scroll of
Dimension
Door, Scroll of
Potion of Feather Fall, Black Dragon
8 Castle in the Clouds 7 87,995 Gaseous Form Scroll of Fireball Mask [62] Hazirawn [63]
Staff of Fire Tankard of Plenty [64]
A +1 longsword, +1
longbow, +1 leather
Bag of Holding armor, bracers of defense
Insignia of
Claws [65]
Chapter Chapter Title Recom. Level Treasure (GP) Potions Scrolls Consumables Magic Item 1 Magic Item 2 Spellbooks
Episode 1 Council of Waterdeep
Gaseous Form, Haste,
Protection from Energy, Water
breathing, Evard's Black
Tentacles, Fire Shield, Wall of Consumable Magic
Fire, Hold Monster, Chain Arrows of Dragon Items at DM's
Episode 2 The Sea of Moving Ice 7 12389.5 DM's Discretion Lightning, Disintegrate Slaying (2) Ring of Cold Resistance Discretion
Dragontooth Dagger, Ewer with Chalices of
Protection from Energy x2, Ring of Poison Poison Resistance
Episode 3 Varram the White 8 8875.5 Fire Breath, Poison Levitation, Call Lighning Resistance [66] [67]
Belt of Hill Giant
Episode 4 Neronvain 10 3415.5 DM's Discretion DM's Discretion Strength
Episode 5 The Cult Strikes Back 9,11,14 0 None None None - -
Arrows of Dragon Plate Armor of Lightning
Episode 6 Metallic Dragons, Arise 10 0 None None Slaying (3) Resistance
Protection against Fire Three +1 daggers,
Healing (x6), Elementals (x2), Protection Elemental Gem (Clear Driftglobe, Wand of
Episode 7 Xonthal's Tower 12 50500 [68] Growth, Fire Breath against Earth Elementals Sapphire) Fear (3 charges)
Scroll of Protection
(Undead) for each
Episode 8 Mission to Thay 13 0 0 0 character
Consumable Magic
Mask of the Dragon Items at DM's
Episode 9 Tiamat's Return 15 0 0 Queen discretion
Level Level, Min/Max Treasure Renown Secret DM
Adventure Adventure Title Range Optimized for Runtime XP (GP) Consumables Magic Item 1 Magic Item 2/Specials (Extra) Missions Downtime XP/Gold/Downtime
Season 2 DMsGuild Bundle
Potion of Water
Breathing, Potion of
Healing (2), Potion of Fire Scroll of Speak with
DDEX2-1 City of Danger 1-4 1 2 [69] 375/500 1000 Resistance Animals 0* 5 100/50/5
Staff of
DDEX2-2 Embers of Elmwood 1-4 2 4 450/600 500 [70] Potion of Healing Charming [71] 1 (LA, EE) 10 300/150/10
Potion of Fire Resistance, Trident of
DDEX2-3 The Drowned Tower 5 - 10 6 4 3000/4000 1950 [72] Potion of Invulnerability Warning [73] 1 (LA, H) 10 1000/500/10
Potion of Fire Resistance,
Potion of Greater Belt of
Healing, Potion of Dwarvenkind 1 (Z, LA, H,
DDEX2-4 Mayhem in the Earthspur Mines 5 - 10 6 4 3000/4000 2200 [74] Heroism [75] EE) 10 1000/500/10
Brooch of
DDEX2-5 Flames of Kythorn 1-4 2 4 450/600 550 [76] Shielding [77] 1 10 300/150/10
Potion of Lightning Ring of Mind
DDEX2-6 Breath of the Yellow Rose 1-4 3 4 900/1200 615 [78] Resistance Shielding [79] Spell Scroll: Misty Step 1 (OG, LA) 10 400/200/10
Spellbook, Spell Scroll:
Comprehend
Languages, Spell Scroll:
Ring of Water Silence, Spell Scroll: 1 (H, EE,
DDEX2-7 Bounty in the Bog 1-4 3 4 450/600 550 [80] Potion of Healing Walking Remove Curse [81] LA) 10 400/200/10
a +1 Rod of the
Pact Keeper
DDEX2-8 Foulness Beneath Mulmaster 1-4 3 4 900/1200 1314 [82] Potion of Healing [83] 1 10 400/200/10
Figurine of
Wondrous
Power
(Serpentine Scroll of Sending, Wand
DDEX2-9 Eye of the Tempest 5 - 10 6 8 6000/8000 3500* [84] Potion of Healing Owl) [85] of Lightning Bolts [86] 1 (EE) 10 2000/1000/20
Winged Boots
DDEX2-10 Cloaks and Shadows 1-4 3 4 900/1200 700 [87] Potion of Flying [88] [89] 1 (All) 10 400/200/10
Potion of Healing, Potion a +1 Battle Axe
DDEX2-11 Oubliette of Fort Iron 1-4 2 2 225/300 350* [90] of Growth [91] 1 (EE, LA) 5 150/75/5
Spell Scroll: Absorb
Potion of Healing, Potion Sentinel Shield Elements, Spell Scroll:
DDEX2-12 Dark Rites at Fort Dalton 1-4 2 2 225/300 361 [92] of Greater Healing [93] Augury 1 10* [94] 150/75/5
Potion of Bottle Breath Staff of Balloon Pack*, 1 (LA, OG,
DDEX2-13 The Howling Void 5 - 10 8 4 3000/5000 2350* [95] [96] Withering [97] Wingwear** [98] EE)* [99] 10 1500/750/10
The Wall of
Teeth (+2 Morcant Burl Wood
DDEX2-14 The Sword of Selfaril 5 - 10 8 4 4500/6000 3200 [100] Potion of Greater Healing Shield) [101] Spellbook [102] 1 (All) EE, Z 0 1500/750/10
Sword of Elemental Gem (Yellow 1 (H, LA,
DDEX2-15 Black Heart of Vengeance 5 - 10 8 4 4500/6000 3005 [103] Potion of Greater Healing Wounding [104] Diamond) [105] OG) H, LA, OG 10 1500/750/10
Medallion of Elemental Codex Spells
DDEX2-16 Boltsmelter's Book 1-4 2 4 900/1200 550 [106] Thoughts [107] [108] 1 10 300/150/10

Scrolls: Catapult,
Bracers of Aganazzar's Scorcher,
Potions: Healing, Archery, Cloak Maximillian's Earthen
1-4 4 900/1500 1400 Greater Healing; of Protection Grasp 1 (All) 10 200/100/10
DDEP2 Mulmaster Undone Scrolls: Warding Wind,
Comprehend
Necklace of Languages, Mending,
Prayer Beads, Whitevane's Spellbook
5 - 10 4 4500/7500 5740 Potion of Greater Healing Wings of Flying [109] 1 (All) 10 400/200/10

Contributed by Gametank88
Chapter Chapter Title Recom. Level Treasure (GP) Potions Scrolls Consumables Magic Item 1 Magic Item 2 Spellbooks
Chapter 3 Secret of the Sumber Hills
Feathergale Spire 3 535
Sighing Valley 3-4 4092.2
Rivergard Keep 4 2462 Healing, Dimunition Haste, Wall of Water
Earthbind, Maximilian's Earthen
Grasp, Transmute Rock, Dust
Devil, Erupting Earth,
Greater Healing, Hill Giant Invisibility, Snilloc's snowball Ring of Fire
Sacred Stone 5 2325 Strength swarm Amulet of Health [110] Resistance
Elemental Bane, Warding
Wind, Lesser Restoration,
Scarlet Moon Hall 6 687 Skywrite, Flame Arrows (x2),
Chapter 4 Air, Earth, Fire and Wind
Aerisi Kalinoth's
Temple of Howling Hatred 6 17020 Bottled Breath (1/char), Windvane [111] Immovable Rod spellbook [112]
Healing, Greater Healing
Temple of the Crushing (x2), Hill Giant Strength,
Wave 7 6155.5 Fire-Resistance Tidal Wave, Vitriolic Sphere Drown [113] A +1 longsword
Elven Chain, Wand of
Magic Missles, Claws
of the Umber Hulk
Temple of the Black Earth 8 6213 Water Breathing (x2), Ironfang [114] [115]
Healing, Greater Healing
(x2), Dimunition, Fire
Temple of the Eternal Breath, Fire Resistance Melf's Minute Meteors, Wall of Stone of Luck, +1
Flame 9 7860.6 (x3), Water Breathing Sand Dust of Disappearence Tinderstrike [116] Shield
Temple of the Elder
Chapter 5 Elemental Eye
Fane of the Eye 10 2107 Superior Healing Balloon Packs (x5) Dwarven Thrower
Necklace of Prayer
Beads, Elven Chain,
Longevity, Heroism (x2), Dragon Slayer
Howling Caves 11 14230 Healing (x3) Primordial Ward Windvane [117] (Shortsword)
Trident of Fish
Command, Tentacle
Rod, +1 Scimitar,
Mariner's Armor
Plunging Torrents 12 27538 Drown [118] (Scale), Alchemy Jug
Pearl of Power, Ring
Lost Crown of Besilmer, of Swimming, +1
Black Geode 12 1011.7 Thunder Resistance Investiture of Stone Ironfang [119] Breastplate [120]
Invisibility, Greater Healing
(x2), Gaseous Form,
Weeping Colossus 13 5200 Speed, Invulnerability Immolation, Elixer of Health Tinderstrike [121] Wand of Fear
Chapter 6 Alarums and Excursions
Into the Wilderness 1 271.4
Necromancer's Cave 1 294.5 Wand of Magic Missles Driftglobe
Tomb of Moving Stones 2 288.9 A +1 dagger
New Management 3 500
Iceshield Orcs 4 25 ea
The Long Road 5 500
Figurine of Wonderous
Curse of the Fire Witch 6 4932 Power (Silver Raven) Bag of Holding
Vale of Dancing Waters 8 25 A +1 Greataxe
Dark Dealings in Yartar 9 1500
Rundreth Manor 10 DM Discretion
Orcsplitter, Shield Ring of Cold
Guardian Control Resistance, +1 Wand
Halls of the Hunting Axe 11 5000 Amulet [122] of the War Mage
Magical Tutoring
Orcsplitter may be allowing spellcasters
exchanged for one of to add Elemental Evil
the following magic A +2 weapon that spells to spellbook /
Addendum http://dndadventurersleague.org/orcsplitter/ items or services: deals +2d6 vs orcs learnable spells
Manual of Golems A silver token worth 1
(Requires DC 25 free resurrection from
Persuasion check) the Harpers
Suit of Dwarven Plate
A +1 Maul that
dispenses Ale
Level Level, Renown Secret DM
Adventure Adventure Title Range Optimized for Runtime Min/Max XP Treasure (GP) Consumables Magic Item 1 Magic Item 2/Specials (Extra) Missions Downtime XP/Gold/Downtime
Season 3 DMsGuild Bundle
*Potion of
Healing,
*Alchemist's
Fire, **Potion of
Fire Breath, ***Scroll of Comprehend
**Vial of Acid, Languages, ****Scroll of
DDEX3-1 Harried in Hillsfar* [123] 1-4 1 2 [124] 375/500 1000 [125] *****Holy Water False Life 1* [126] 5 [127] 100/50/5
Potion of a +1 Rapier
DDEX3-2 Shackles of Blood 1-4 3 4 900/1200 750 [128] Healing [129] Scroll of Dimension Door 1 (H) 10 400/200/10
Potion of
Greater Staff of
The Occupation of Szith Healing, Swarming
DDEX3-3 Morcane 5 - 10 8 4 4500/6000 2000 [130] Antitoxin Insects [131] 1 10 1500/750/10
Potion of Fire
Giant Strength, Gabber Forth's
Potion of Flying, Spellbook, Spell Scrolls:
Potion of A +3 Cone of cold, Fire shield,
Greater Greatsword*, Globe of Invulnerability,
Healing, Potion Ioun Stone of Hold Monster, Prismatic
of Superior Regeneration Spray, Stoneskin, True
DDEX3-4 It's All in the Blood 11 - 16 12 8 17250/23000 16300 [132] Healing [133] Seeing [134] 1 10 5800/2900/20
Potion of
50 or 235* Heroism, Potion a +1 Shield
DDEX3-5 Bane of the Trade Ways 1-4 3 4 450/600 [135] of Healing [136] 1 (LA, Z) 5 400/200/10
The Pipes of
Potion of the Sewers
DDEX3-6 No Foolish Matter 1-4 3 2 450/600 300 [137] Healing [138] 1 5 200/100/5
Potion of Scroll of Protection
Animal Shadowsong (Plants), Ilztoj A'Qaran's
DDEX3-7 Herald of the Moon 5 - 10 8 4 4500/6000 2700 [139] Friendship (Oathbow) [140] Spellbook [141] 1 (H, EE) H, EE 10 1500/750/10
Potion of
Superior Alchemy Jug Spell Scroll: Lesser
DDEX3-8 The Malady of Elventree 5 - 10 8 4 4500/6000 2225 [142] Healing [143] Restoration 1 (OG, Z) Z 10 1500/750/10
Potion of Instrument of
Greater the Bards
Healing, (Canaith Spell Scroll: Greater
DDEX3-9 The Waydown 5 - 10 8 4 4500/7500 2200 [144] Antitoxin Mandolin) [145] Restoration 1 (Z, OG, LA) OG, LA 10 1500/750/10
Potion of Wand of the
Healing, War Mage +1
DDEX3-10 Quelling the Horde 1-4 3 4 900/1200 800 [146] Alchemist's Fire [147] 1 (H, LA, Z) 10 400/200/10
Potion of Half-Plate of
Greater Poison
1600 or 2000 Healing, Potion Resistance
DDEX3-11 The Quest for Sporedome 5 - 10 8 2 2250/3000 [148] of Diminuation [149] 1 5 750/375/5
Eyes of Minute
DDEX3-12 Hillsfar Reclaimed 1-4 3 2 450/600 315 [150] Seeing [151] Scroll of Disguise Self 1 5 200/100/5
Potion of
Poison, Potion
985 or 1585 of Greater Rod of the Pact
DDEX3-13 Writhing in the Dark 5 - 10 8 2 2250/3000 [152] Healing Keeper +2 [153] 1 (OG) 10 750/375/5
Assasin's
Blood, Serpent Bracers of
DDEX3-14 Death on the Wall 1-4 3 2 450/600 350 Venom Archery [154] 1 (All) 10 200/100/5
Potion of
Greater Ring of
Healing, Potion Protection +1 Spider-Hide Spellbook
DDEX3-15 Szith Morcane Unbound 5 - 10 8 4 4500/6000 7000 of Firebreath [155] [156] 1 (OG) OG 10 1500/750/10
Potion of
Heroism, Potion
of Greater
Healing, Potion Robe of Stars, Quarterstaff +1,
of Superior Demon Armor Shortbow +1, Various
DDEX3-16 Assault on Maermydra 11 - 16 13 8 17250/23000 18300 Healing [157] Spell Scrolls [158] 1-6 (All) [159] All 20 6400/3200/20

Potion of Javelin of
1-4 4 900/1500 1200 Healing Lightning Pearl of Power 1 (All) 10 200/100/10
Potion of Rimesplitter (+2
DDEP3 Blood Above, Blood Below
5 - 10 4 4500/7500 5800 Healing Elven Chain Greataxe) 1 (All) 10 400/200/10
Belt of Fire
11 - 16 4 7875/13125 48450 Giant Strength Ioun Stone (Insight) 1 (All) 10 600/300/10

Contributed by Gametank88
Chapter Chapter Title Recom. Level Treasure (GP) Potions Scrolls Consumables Magic Item 1 Magic Item 2 Spellbooks Story Awards See Amendments for randomly attainable magic items
Chapter 1 Prisoners of the Drow 1 383 Healing (x2) Drow Poison (x10) Tentacle Rod Wand of Viscid Globs http://dndadventurersleague.org/wp-content/uploads/2015/10/OotA-Amendments-PDF.pdf
Oil of Slipperiness, Necklace of Fireballs, Dawnbringer, A +1
Chapter 2 Into Darkness 2 3509.2 Invisbility, Greater Healing Philter of Love Mace-Torch [160] Dagger [161]
Healing (x2), Water
Chapter 3 The Darklake 3 2085 Breathing Light
Stonespeaker Crystal,
Gauntlets of Ogre
Healing (x4), Invisibility, Power, +2 Warhammer, Red Dragon
Greater Healing, Fire Assassin's Blood Dwarven Plate, Boots of Speed, Ring Wyrmling
Breath, Psychic Poison, Acid, Keoghtum's Ointment of Water Walking, +1 Tenser's Floating Disk, (bonds with
Chapter 4 Gracklstugh 4 1158.5 Resistance See Invisibility Alchemist's Fire [162] Shield Feign Death character)
Protection Against Fiends, A +2 studded leather,
Chapter 5 Neverlight Grove 5 1057 Greater Healing Remove Curse, Spider Climb +2 shortsword, Bag of Holding
Stone of Controlling
Conjure Minor Elementals, Earth Elementals, A +1
Chapter 6 Blingdenstone 6 4732 Invisbility, Poison Speak with Plants Earth Elemental Gem Shortsword Spell Gem(Ruby) Blessing of Protection (+1 AC) or Blessing of Weapon (+1 weapon of choice)
Escape from the
Chapter 7 Underdark 7 Tentacle Rod
Shield Guardian, +1
Chapter 8 Audience in Gauntlgrym 8 Warhammer Goggles of Night
Bag of Holding,
Healing (x2), Climbing, Find Familiar, Lesser Heward's Handy Lantern of Revealing,
Greater Healing (x2), Fire Restoration, Protection from Haversack, Flame Quaal’s feather token
Chapter 9 Mantol-Derith 8 21865 breath, Vitality (x3) Fey Carrion Crawler Poison Tongue (swan boat) [163]
Hat of Disguise,
Piwawfwi (Drow Cloak
Chapter 10 Descent into the Depths 8 of Elvenkind)
Chapter 11 Gravenhollow 9
Piwawfwi (Drow Cloak
Chapter 12 The Tower of Vengeance 10 Protection from Fiends of Elvenkind) DM's Discretion
Drow +2 longsword,
Drow +1 Dagger,
Gaseous Form, Greater Necklace of Adaptation, Ring of Protection,
Healing (x2), Healing, Shield, Phastasmal Force, Robe of Eyes, Gem of Ring of Free Action,
Chapter 13 The Wormwrithings 11 36570 Poison Globe of Invulnerability Seeing Gem of Brightness
Halbred +2 (from
Maze Engine, see AL
Amendement for
Chapter 14 The Labyrinth 12 41 Mind Reading Daern's Instant Fortress OotA)
Daggers Coated with Scimitar of Speed,
Chapter 15 The City of Spiders 13 30000 Greater Invisibility Purple Worm's Poison Tentacle Rod A +3 Scale Mail
Charm of
Chapter 16 The Fetid Wedding 14 34500 Stone Giant Strength Greater Invisibility Chime of Opening Heroism
Chapter 17 Against the Demon Lords 15

Titles. You gain the title: Hammer of the Iron Tabernacle. When interacting with a dwarf, duergar, or
another NPC familiar with the history of Gauntlgrym, you are known as a hero of legend. You have
advantage on Charisma checks when interacting with these people. Additionally, among the dwarves of
Gauntlgrym, you gain the benefit of the Noble background Position of Privilege feature as described in the
Player’s Handbook. ● Property. You have been gifted with a manor in the city of Gauntlgrym. While in the
city, you pay only half the normal lifestyle expenses incurred while spending downtime days. You may
decide to return to your manor between Expeditions and Epics adventures. ● The Great Forge. The
character receives a magical suit of adamantine or mithral armor of a type of their choosing. While wearing
the armor, you have advantage on saving throws against poison, and you can always successfully
determine how far underground you are. This armor does not count against the number of permanent
magic items the character possesses; however, as an un‐ certed permanent magic item, it can’t be traded
or sold. ● Spoils of a Defeated Drow. Bruenor has in his possession a cloak of Arachnida which he took
from a defeated drow. If a character cannot or will not take armor from the Great Forge, Bruenor will offer
the cloak as an alternative. There is a cert for this item included in the Out of the Abyss certs.
Level Level, Secret DM
Adventure Adventure Title Range Optimized for Runtime Min/Max XP Treasure (GP) Consumables Magic Item 1 Magic Item 2/Specials Renown Missions Downtime XP/Gold/Downtime
Season 4 DMsGuild Bundle
Potion of
375/500 Healing x 2,Vial Scroll of Protection from
DDAL4-01 Suits of the Mists* [164] 1-4 1 2 [165] (total) 1250 [166] of Holy Water Evil and Good 1 (total) 5 [167] 100/50/5 [168]
Whip of
DDAL4-02 The Beast 1-4 2 2 225/300 492 [169] Warning [170] Scroll of Create Bonfire 1 5 150/75/5
Wolfskin Cap
Potion of (Hat of
DDAL4-03 The Executioner 1-4 3 2 450/600 250 [171] Healing Disguise) [172] 1 5 200/100/5
Acid Vial,
Potion of
Climbing,
Potion of Eyes of
DDAL4-04 The Marionette 1-4 3 4 900/1200 1070 [173] Healing Charming [174] Scroll of Animate Dead 1-2 [175] 10 400/200/10
DDAL4-05 The Seer 1-4 4 2 635/850 400 [176] Wind Fan [177] 1 5 300/150/5
Antitoxin, Potion
of Cold
Resistance,
4275/4700 Potion of Boots of
DDAL4-06 The Ghost 1-4 4 4 [178] 315 [179] Greater Healing Elvenkind [180] Scroll of Detect Thoughts 1 10 600/300/10
Cape of the Scroll of Flame Strike,
Potion of Mountebank Brass Ring Spellbook
DDAL4-07 The Innocent 5-10 5 4 2625/3500 2000 [181] Greater Healing [182] [183] 1 10 900/450/10
Ring of Spell
DDAL4-08 The Broken One 5-10 5 2 1312/1750 355 [184] Storing [185] 1 10 450/225/5
Glamoured
Studded Scroll of Mass Cure
DDAL4-09 The Tempter 5-10 5 2 1310/1750 6060 Leather [186] Wounds 1 5 450/225/5
Driftglobe, Scroll of
Protection from Poison,
Wand of Scroll of Protection from
DDAL4-10 The Artifact 5-10 6 4 3000/4000 2390 Binding [187] Plants [188] 1 10 1000/500/10
Potion of
Healing, Potion
of Greater Dagger of Gemstone Necklace
DDAL4-11 The Donjon 5-10 6 4 3000/5000 4203 [189] Healing Venom [190] [191] 1 10 1000/500/10
Potion of Dimensional
DDAL4-12 The Raven 5-10 7 2 1875/2500 1706 [192] Greater Healing Shackles [193] Scroll of Alarm 1 5 650/325/5
Ring of Animal Scroll of Water breathing,
DDAL4-13 The Horseman 5-10 7 2 1875/2500 4350 [194] Potion of Flying Influence Scroll of Water Walking 1 5 650/325/5
Potion of
Animal
Friendship,
Potion of Scroll of Lesser
Healing, Potion Restoration, Witch's
of Greater Bracers of Spellbook, Esmae's
DDAL4-14 The Darklord 5-10 8 4 4500/6000 2495 [195] Healing Defense [196] Spellbook [197] 1 All 10 1500/750/10

Stone of Good
1-4 4 900/1500 Luck Half Plate +1 1 (All) 10 200/100/10
Nettle (Sentient Hand
DDEP4 Reclamation of Phlan
5 - 10 4 4500/7500 Staff of Healing Crossbow +2) 1 (All) 10 400/200/10
Skyfist (Dwarven
11 -16 4 7875/13125 Staff of Power Thrower) 1 (All) 10 600/300/10
Chapter Chapter Title Recom. Level Page Numbers Treasure (GP) Potions Scrolls Consumables Magic Item 1 Magic Item 2 Spellbooks
Holy Symbol of
1 Into the Mists 11 Ravenkind The Sunsword
3 Village of Barovia 1st-3rd 32 250 [198]
Strahd's Spellbook
4 Castle Ravenloft 9th 52,57 560 [199] Icon of Ravenloft Mace of Terror [200]
Instrument of the
63-66 23000 [201] Manual of Bodily Health Bards (Doss Lute)
Shield+2 (+2 Init), Rod of the Pact
Alchemy Jug, Helm of Keeper +1, Daern's
68 86850 [202] Greater Healing Brilliance Instant Fortress
, 70-74 3475 [203] Healing or Poison
Barovian Witches
80,81,85 6550 [204] Heroism Sentient Shortsword +1 [205]
Markovia's Thighbone, Patrina's Spellbook
87-90 9425 [206] Deck of Illusions Staff of Power [207]
Magic Circle, Fireball, Cone of
91-94 8775 Cold, Lightning Luck Blade, Plate +2
Healing (x3), Elixer of Victor's Spellbook
5 Town of Vallaki 4th 101-110 2495 [208] Health (x2) Silvered Bolts (x20) Bag of Tricks [209]
protection from fiends, 6 vials holy water, Kasmir's Spellbook
113-123 5374 [210] Poison protection from undead potion of poison ring of warmth [211]
6 Old Bonegrinder 4th 128 150 [212]
7 Argynvostholt 7th 136, 138, 148 250 [213] Invulnerability A +2 Greatsword
statuette of St.
8 Village of Krezk 5th 151-152 2000 [214] Superior Healing Heroes' Feast Markovia [215] Ring of Regeneration
9 Tsolenka Pass 8th 0
Stone of Good Luck,
10 The Ruins of Berez 8th 163 3800 [216] Mass Cure Wounds, Revivify Oil of Sharpness Pipes of Haunting +1 Sling Bullets (x10)
11 Van Ritchen's Tower 6th 168-169 300 [217] Major Image, Remove Curse
12 Wizards of Wines 5th 510 [218] 495 [219] Gulthias Staff [220]
Neferon's Spellbook,
Vilnius' Spellbook,
Tome of Understanding, Wand of Secrets, Exethanter's
Staff of Frost, Shield Robe of Useful Items, Spellbook, Special*
13 The Amber Temple 9th 184-195 20570 [221] spell scroll of wall of fire Guardian [222] Ewer [223] [224]
Battleaxe (+1d8 vs
14 Yester Hill 6th 198,200 0 Blood Spear [225] plants)
15 Werewolf Den 7th 203,204 4585
bless, protection from poison, yellow leather bound
App. B Death House 1st-3rd* [226] 1392.2 [227] 4 potions of healing spiritual weapon alchemist fire cloak of protection spellbook [228]
Level Level, Renown Special DM
Adventure Adventure Title Range Optimized for Runtime Min/Max XP Treasure (GP) Consumables Magic Item 1 Magic Item 2/Specials (Extra) Missions Downtime XP/Gold/Downtime
Potion of Healing Scroll of Comprehend
375/500 x3, Alchemist's Languages, Scroll of
DDAL05-01 Treasures of the Broken Hoard 1-2 1 2 [229] (total) 1000 (total) Fire Disguise Self 0 5 [230] 100/50/5 [231]
Bracers of
DDAL05-02 The Black Road 1-4 3 2 450/600 255 [232] - Archery [233] - 1 5 200/100/5
Brooch of
DDAL05-03 Uninvited Guests 1-4 3 2 450/600 500 [234] Poion of Healing Shielding [235] - 1 (LA) 5 200/100/5
Potion of
Climbing, Potion Mithral Splint
DDAL05-04 In Dire Need 5-10 7 2 1875/3125 1600 of Heroism Mail +1 1 5 650/325/5
Potion of Frost
Giant Strength, Cloak of
DDAL05-05 A Dish Best Served Cold 5-10 8 2 2250/3000 1400 Potion of Healing Displacement 1 (Z) 10 750/375/5
Ring of
DDAL05-06 Beneath the Fetid Chelimber 1-4 3 2 450/740 400 [236] Swimming 1 (EE) 5 200/100/5
Scroll of Tongues, Scroll
of Lesser Restoration,
Elemental Evil Spellbook
DDAL05-07 Chelimber's Descent 1-4 3 2 450/600 430 [237] Wand of Webs [238] 1 (H) 5 200/100/5
Potions of Staff of Thunder
Superior Healing, and Lightning
Invulnerability, OR Quasit's Spell Scroll of Greater
DDAL05-08 Durlag's Tower 11-16 13 4 10300/13800 6250 and Speed Essense [239] Invisibility 1 (LA, Z) LA, Z 10 3200/1600/10
Potion of Superior
Healing, Potion of Skeggox (+3
DDAL05-09 Durlag's Tomb 11-16 13 4 10125/13290 6750 Invulnerability Battleaxe) [240] 1 (EE) EE 10 3200/1600/10
Potion of Healing,
Potion of Greater
DDAL05-10 Giant Diplomacy 1-4 4 2 640/850 270 [241] Healing Ring of Jumping 1 (Z) 5 300/150/5
Potion of Fire
Giant Strength,
Potion of Superior Opal of the Ild Spell Scroll of Antilife
DDAL05-11 Forgotten Traditions 5-10 7 4 3750/5000 3200 Healing Rune shell 1 (EE, Z) EE, Z 10 1300/650/10
Gauntlets of
DDAL05-12 Bad Business in Parnast 1-4 4 2 640/850 940 Potion of Healing Ogre Power Oil of Slipperiness 1 (OG) 5 300/150/5
Potion of Superior Armor +1 Scale
DDAL05-13 Jarl Rising 5-10 10 4 6750/9000 3500 Healing (made of wood) 1 (H) H 10 2300/1150/10
Potion of Cloud
Giant Strength,
Potion of Superior Opal of the Ild
DDAL05-14 Reeducation 11-16 14 4 11250/15000 8300 Healing Rune Orb of the Stein Rune 1 (H) H 10 3700/1850/10
Potion of Superior Pennant of the
DDAL05-15 Reclamation 11-16 14 4 11250/15000 5000 Healing Vind Rune Spell Scroll of Stoneskin 1 (OG) OG 10 3700/1850/10
Potion of Hill Headband of
DDAL05-16 Parnast Under Siege 1-4 4 4 1275/1700 1450 Giant Strength Intellect 1 (LA) 10 600/300/10
Potion of Greater
Healing, Potion of Dagger of
DDAL05-17 Hartkiller's Horn 5-10 8 4 4500/6000 1200 [242] Cold Resist Venom 1 (LA, OG) LA, OG 10 1500/750/10
+2 Armor, +3 Shield, +3
Weapon, Horn of Valhalla
(Bronze), Anstruth Harp,
Each Character Ring of Shooting Stars,
Chooses One of Robe of Scintillating
the Following: Colors, Robe of Stars,
Rod of the Pact Keeper
+3, Wand of the War
DDAL05-18 The Mysterious Isle 17-20 17 4 18750/25000 100000 Mage +3 1 All 10 6200/3100/10
Staff of Power,
Tome of
DDAL05-19 Eye of Xxiphu 17-20 17 4 18750/25000 200000 Understanding The Eye of Xxiphu 1 All 10 6200/3100/10

Wyrmripper
1-4 3 4 900/1500 500 Potion of Healing, (Dragon Slayer 1 10 400/200/10
Scroll of Bless Greatsword)
DDEP5-1 The Iron Baron Potion of Greater Flamebourne Armor [243]
Healing, Scroll of
5 - 10 7 4 3750/6250 1600 1 10 1300/650/10
Mass Cure Red Dragon
Wounds Scale Mail
Adamantine
Potion of Healing
Chain Shirt,
1-4 3 4 900/1500 50 / char (50% chance / A +1 Halberd 1 10 400/200/10
Periapt of
char)
Wound Closure
Potion of Greater A +2 Longbow,
DDEP5-2 Ark of the Mountains 5 - 10 8 4 4500/7500 200 /char Healing (50% Ring of Spell Giant Slayer Greatsword 1 10 1500/750/10
chance / char) Storing
Potion of Ring of
Supreme Healing Shooting Stars,
11 - 16 12 4 8625/14375 800 / char Frostbrand Scimitar 1 10 2900/1450/10
(50% chance / Animated
char) Shield
Rolls on DMG Magic Item Tables
Chapter Chapter /Section Title Recom. Level Page Numbers Fixed Treasure (GP) Rolled Treasure (GP) Consumables Spellbooks Magic Items A B C D E F G H I
Potion of Healing, Potion of
1 A Great Upheaval 1-4 2994.9 12d10 Heroism (x2)
Nightstone 1-2 22 66 -
Herbalism Kit, Antitoxin,
Healer's Kit, Potion of Healing,
23 15gp, 75gp, 1gp, 32gp, 40gp Tinderbox, Empty Vials (x3)
Bullseye Lantern, Flasks of Oil
(x2), Silvered Darts (x10),
24 46gp, 245gp Potion of Heroism
25 8gp
26 750gp
27 1175gp
28 4pp, 528gp 12d10gp Potion of Invulnerability
Dripping Caves 3 - 1
32 87gp 1
Tower of Zephyros 4
33 Staff of the Magi (Giant-sized)
34 125750gp Zephyros's Spellbook [244]
35 Pixie Dust (x10) Bag of Holding
2 Rumblings 5
Bryn Shandar
42 2250gp, 100gp each 1/player
43 570gp, 5kgp 0-3 1
Clockwork Dog, Cloak of
44 Protection
Goldenfields
50 (6d4-6) * 250, (12d6) * 10
51 Spell Scroll > level 5
52 750gp (1d4+4) Potions of Invisibility Wooden Ring 2 3
Potion of Poison (x1), Potions
53 25gp of Poison Resistance (1/player)
Triboar
Heward's handy haversack,
54 (3d10) * 10 Grey Bag of Tricks
Longbow +1, Bracers of
Defense, Wand of the War
57 3kgp Mage +1
58 2790gp
60 750gp 5d20 Rod of the Vonindod
Spell Scrolls: dispel magic, fly,
magic weapon, sending,
tongues,
61 100gp and water breathing
Greatsword/Greatare of Giant
Slaying, Figurine of Wonderous
62 Power: Golden Lions 2 2
3 The Savage Frontier 6
(3d6+2) * 1d10, 2d10, (1d6) *
69 100 Rod of the Vonindod
(1d6) * 100, (1d6) * 100, (1d6)
70 * 100
71 (2d6) * 100, (1d6) *100 1
Treasure Hoard (11-16),
73 Treasure Hoard (11-16) Treasure Hoard (11-16), Treasure Hoard (11-16)
77 750gp
78 Rod of the Vonindod
Rare magic item of each
79 Mark of Prestige character's choice [245]
Robe of Useful Items, Staff of
82 Fire
83 Mark of Prestige
84 600gp 1d3
86 2650gp Iron Flask, Oathbow
87 250gp
89 3kgp Charm of Restoration Greateaxe +1 1
90 1kgp
91 13400gp 2d4 * 750
Wand of Fireballs, Wand of
Lightning Bolts, Ring of Cold
95 Resistance
96 1d6 * 100, 1d6* 100
99 0d2
100 50gp 2d10 * 12
102 600gp, 300gp 1d3
103 500gp
104 600gp 1d6 * 100
109 Rod of Vonindod
111 Ring of Fire Resistance
112 Ring of Protection
113 15kgp, 15kgp, 800pp 1d3
114 Hand Axe +1 (x2)
115 2d6 * 100 1d4
116 30gp 1d2
120 Plate Mail +3, Gurt's Greataxe
4 The Chosen Path 7
Amulet of proof against
124 700gp detection and location
128 1kgp, 10gp Potion of Climbing Shard of the Ise Rune
Opal of the Ild Rune,
129 Breastplate +2
5 Den of the Hill Giants 8
220gp, 150gp, 630ep, 5600cp,
25gp, 25gp, 25gp, 250gp,
140 250gp, 750gp, 2500gp Vial of Holy Water (x6) Conch of Teleportation 1d4 1
142 80sp, 45gp, 100gp 4d10
(30d6) * 100 cp, (20d6) * 100
143 sp, (10d6) * 100 gp
(3d6) * 100 cp, (2d6) * 100 sp,
(1d6) * 100 gp, 1d10gp,
144 1d10cp Gavel of the Venn Rune
6 Canyon of the Stone Giants 8
148 450gp, 350gp 1d3-1 1
3d10 x 100 cp, 2d10 x 100 sp,
149 and ld10 x 100 gp 1
150 100-15kgp
152 600gp, 400gp, 500gp Conch of Teleportation
Orb of the Stein Rune,
153 750gp, 500pp, 3500gp Adamantine Greatclub
7 Berg of the Frost Giants 8
Wand of Fireballs, Conch of
159 25gp Scroll of Sending Teleportation
(12d6)*100cp, (3d6)*100sp, Adamantine Plate , Clockwork
162 250gp, 24gp, 600gp (3d6)*100gp Alchemist's Fire (60) Mule 1d3
163 750gp,250gp (6d6)*100sp,(2d6)*100gp
Rolls on DMG Magic Item Tables
Chapter Chapter /Section Title Recom. Level Page Numbers Fixed Treasure (GP) Rolled Treasure (GP) Consumables Spellbooks Magic Items A B C D E F G H I
164 90kcp,41ksp,6kgp,150gp,25gp Silvered Sling bullets (20) 1d4-1 1
1d4+6 Spells of Level 6 and
165 1gp,25gp,50gp,250gp,1000gp, 5gp,10gp,20gp,125gp
(4d6)*100gp Crossbow bolts (20) below
166 2500gp (60d6)*100sp, (20d6)*100gp Pennant of the Vind Rune
8 Forge of the Fire Giants 8
120cp, 45sp, 600gp, 50gp, 75
171 gp, 750gp 1d3
250gp, 100gp, 150gp, 150gp,
1000gp, 250gp, 100gp, 250gp,
173 500gp, 800gp, 25gp (6d6)*10gp Flame tongue (Greatsword) 1 1
175 420ep, 270gp, 25gp, 250gp 1d4-1 1
177 15kcp, 6.2ksp, 700gp, 2500gp (12d10)*100gp
180 2500gp
181 500gp, 2500gp
7500gp, 750gp, 750gp, 250gp,
250gp, 15kgp, 7500gp,
182 6300gp Conch of Teleportation 1d4-1 1
183 2500gp, 250gp, 25kgp, Ingot of the Skold Rune
184 Ring of Lightning Resistance
185 2500gp Potion of Invulnerabiility
186 Iron Flask
1500gp, 2000gp,7500gp,
6000gp, 5000gp,250gp,
9 Castle of the Cloud Giants 8 191 1500gp, 10ksp, 7kgp
192 250gp
193 6000gp Bracers of Defense
Figurine of Wondrous Power
(Serpentine Owl), Instrument
1200ep, 3500gp, 3500gp, of the Bards (Anstruth Harp),
196 7500gp, 2750gp, 600gp Sansuri's Spellbook [246] Banner of the Krig Rune
Six giant-sized potions
(clairvoyance, diminution, fire
resistance, lightning resistance,
storm giant strength,
199 12500gp and supreme healing) Navigation Orb
100gp, 5000gp, 15kgp, Spell scrolls (animate objects,
1500gp, 2500gp, 5000gp, chain lightning,
50gp, 500pp, 3000gp, 7500gp, dominate monster, legend
200 7500gp, lore, and phantasmal killer). Conch of Teleportation 2 1
10 Hold of the Storm Giants 9 202 500gp,5000gp Pearl of Power, Crystal Ball
204 67gp,75gp 1d4-1 1
10 Giant Clams (see book),
(4d4)x100pp, (1d4x1d4)
206 50kgp,400pp, x100pp 2d4-2
207 25gp, 750gp
750gp, 750gp, 7500gp,
2500gp, 750gp, 2500gp, Decanter of Endless Water,
208 1500gp Potion of Water Breathing Conch of Teleportation (4)
Wyrmskull Throne, Korolnor
Scepter, Trident of Fish
1500gp, 10,000gp, 5,000gp, Command, Apparatus of
210 3000gp, 150gp (36d6)x100gp Potion of Giant Size (6) Kwalish 1d4-1 2
3 Giant Clams (see book), (6d6)
211 10,000gp x100pp
600 lb Stones (legend lore,
antimagic field, confure
elemental, fabricate, stone
212 10,000gp, 2500gp Giant Clam (see book) shape) 1
2500gp, 7500gp, 1500gp,
1500gp, 600pp, 5000gp, 3 Giant Clams (see book),
213 500gp, 4500gp, 2500gp, (1d4+1)x(1d4)x100pp 1d4-1 1
500pp, 100gp, 2500gp,
5000gp, 750gp, 2250gp,
214 250gp, 25gp, 50,000gp, 3 Giant Clams (see book) 1d4+1d3-2 1 1
Bag of Holding, Robe of
11 Caught in the Tentacles 9 216 2500gp, (1d10)x100gp, Serpents
219 2500gp, 50gp, 450gp, 450gp,
223 180gp, 15gp, 1000gp Tholtz's Spellbook [247]
12 Doom of the Desert 10 225 Potions of Giant Size Claw of the Wyrm Rune
229 500gp, 10,000gp
900pp, 25gp, 10,00gp, 250gp,
750gp, 2500gp, 7500gp,
230 7500gp Korolnor Scepter 4 3 2 1
Level Level, Renown Special DM
Adventure Adventure Title Runtime Min/Max XP Treasure (GP) Consumables Magic Item 1 Magic Item 2/Specials Downtime
Range Optimized for (Extra) Missions XP/Gold/Downtime
Potion of Healing,
Cloak of
DDAL06-01 A Thousand Tiny Deaths 1-4 3 2 450/600 359 gp Potion of Acid Scroll of invisibility 1 5 200/100/5
Protection
Resistance
Potion of healing (x3),
+1 Weapon
Potion of greater
1-4 3 4 900/1500 150 gp (player's Adamantine Plate 1 10 400/200/10
healing (x2), Potion of
DDEP06-01 Relics of Khundrukar choice)
lightning resistance
Elixir of health, Potion Wand of Binding, Scroll
5-10 8 4 4500/7500 350 gp Mace of Terror 1 10 1500/750/10
of invulnerability, of Stoneskin
Potion of Dimunition,
Shadow Tome Spellbook
DDAL06-02 The Redemption of Kelvan 5-10 8 2 4500/6000 1457 gp Potion of Greater Boots of Speed 5 750/375/5
[248]
Healing
Ioun Stone of Protection,
Scroll of Animate Dead,
5-10 8 4 5625/9375 3220 gp Cube of Force Necromancer's 1 10 1500/750/10
Spellbook, Mage's
DDEP06-02 Return to White Plume Spellbook
Scimitar +3,
Ioun Stone of Necromancer's
11-16 12 4 8625/14375 15200 gp Potion of Vitality 1 10 2900/1450/10
Fortitude Spellbook, Mage's
Spellbook
Belt of Storm Scroll of Project Image,
DDAL06-03 Crypt of the Death Giants 17-20 17 2 10125/16875 15500 Potion of Speed 1 5 3100/1550/5
Giant Strength Teleport, Antimagic Field
DM-determined
Candle of Amulet of the Planes,
11-16 15 4 12500/19000 9000 Potions and 1 (All) 10 4500/2250/10
Invocation DM-determined Scrolls
Consumables
DDEP06-03 Hectacomb
DM-determined
Blessing of Cloak of Invisibility, DM-
17-20 19 4 20000/33000 15000 Potions and 1 (All) 10 7500/3750/10
Protection determined Scrolls
Consumables
Rolls on DMG Magic Item Tables
Chapter Chapter /Section Title Recom. Level Page Numbers Fixed Treasure (GP) Rolled Treasure (GP) Consumables Spellbooks & Scrolls Magic Items A B C D E F G H I
1 The Sunless Citadel 1
13 6.3
14 6d10sp, 3d10gp +1 Arrows (3)
spell scrolls: command, cure
wounds (2nd level), inflict
wounds (2nd level), and
16 292 guiding bolt (2nd level).
17 75
spell scrolls (mage armor,
19 35 Elixer of Health (3) spider climb, and knock), Quaal's feather token (tree),
Potion of Fire Breath, Potion of
20 60 Resistance (Fire) Nightcaller
2d6 - 2 sp, 1d6 - 1 gp, and 1d4+
21 201.2 - 1 gems (worth 5 gp each). Potion of Healing
22 50
23 174
Scrolls: Faerie Fire, Expeditious
25 431 Potion of Healing Retreat
27 178.1
Potion of Healing, Alchemist Spell Scroll of Scorching Ray,
29 34 Fire (2) and Melf's Acid Arrow
Spell scroll of entangle,
30 595 protection from poison
Shatterspike, Wand of
31 20 Potions of Healing (3) Entangle
2 Forge of Fury 3
39 20
40 200 Potions of Healing (2)
42 1110 Potion of Climbing +1 Rapier
43 65 Potion of Healing
44 35
Potion of Climbing, Potion of
46 780 Water Breathing +1 Longsword
47 230
48 80
Potion of Water Breathing,
49 Potion of Invisibility
50 1980 Ring of Spell Storing
51 80
53 1330 Potion of Hill Giant Strength
55 280 Scroll of Web, Spider Climb
56 1100
Scroll of Alarm, Disguise Self,
Enlarge/Reduce Shield, DM
57 180 Discretion
Potion of Healing,, Potion of Wand of Magic Missiles, +1
58 2140 Flying Shield, +2 Greataxe
59 8000 for Items
3 Hidden Shrine of Tamoachan 5
68 Ring of Protection
+2 Berserker Axe (with
spellcasting), Bracers of
Potion of Invisibility, Elixer of Defense, Ring of Resistance
69 1111 Health (fire), Ring of Animal Inlfuence
70 20 +1 Longsword (+2d6 vs plants)
72 615 Potion of Clairvoyance Gloves of Missile Snaring
73 Bracelet of Rock Magic
Amulet of Protection from
74 815 Turning (x2)
75 400
+1 Rusty Dagger (breaks on a
77 67 1)
78 360
Scroll of Protection (feline
79 1000 beasts and feline lycanthropes) Eagle Whistle, +1 Dagger
80 250
81 2005 Scroll of Stoneshape Hat of Disguise
82 90 Stone of Ill Luck, +1 Mace
83 485 Dust of Disappearance Scroll of Detect Magic Wand of Lightning Bolts
84 150
86 475
Balance of Harmony, Mirror of
the Past, Periapt of Wound
87 Closure
89 Potion of Hill Giant Strength +1 Rod of the Pact Keeper
90 270
91 200
93 3250
4 White Plume Mountain 7
Scroll of Fear, Scroll of Hold
99 12600 Potion of Flying Person
Scroll of Conjure Minor
Elementals, Dispel Magic, Whelm (can't be kept), +1
101 12600 Potion of Mind Reading Magic Mouth Chain mail
102 1800 Snarla's Spellbook [249]
Wave (can't be kept), Googles
103 11935 of Night, Stone of Good Luck
105 10000 Boots of Striding and Springing
Blackrazor (can't be kept),
Armor of Vulnerability
(slashing), Ring of Protection,
107 17100 Potion of Greater Healing Scroll of Protection (Fiends) Ring of Spell Storing
1 Weapon 2000 per player 3 Rare Consumables
AL FAQ - Addendum on White Plume arrow catching shield, bracers
Mountain: The rewards for turning in of defense, canaith mandolin,
Whelm, Wave and Blackrazor are necklace of prayer beads (with
detailed in the AL FAQ and increase six beads), staff of the
cumulatively with each weapon woodlands, +2 wand of the
returned. 2 Weapons war mage, or a +2 weapon
3 Weapons 3 renown and 1 secret mission
5 Dead in Thay 9
Potion of Flying, Potion of
Climbing, Potion of Healing (or
Greater or Superior), Potion of
115 4d10 Invisibility Arcane Spells of levels 1-3 +1 Weapon, +1 Chainmail
Scrolls of Detect Magic (x3),
Comprehend Langues (x2),
120 Greater Restoration
121 2700
122 3000 Potion of Mind Reading Loadstone
123 +1 Pike
Potion of Greater Healing, Oil
of Etheralness, Potion of
129 3100 Poison Scroll of Fly +1 Longsword
Rolls on DMG Magic Item Tables
Chapter Chapter /Section Title Recom. Level Page Numbers Fixed Treasure (GP) Rolled Treasure (GP) Consumables Spellbooks & Scrolls Magic Items A B C D E F G H I
+1 Battleaxe, +1 Shortbow, +1
Greatsword, Plate Armor of
Vulnerability, Ring of
131 Protection
132 Potion of Water Breathing Scroll of Darkvision +1 Dagger
Scrolls of Detect Magic (x2),
Identify (x2), Remove Curse
133 (x2) Tome of the Stilled Tongue
142 Ooze Prods (x2)
Potion of Greater Healing, Scrolls of Dispel Magic (x2),
143 720 Potion of Heroism Greater Restoration (x2)
Scrolls of Detect Magic (x2),
Identify (x2), Lesser
Restoration (x2), Remove
147 4000 Curse +1 Plate
Potion of Water Breathing (x5), Staff of Charming, +1 Leather
149 4300 Potion of Dimunition Scroll of Water Walk (x2) Armor, Dagger of Venom
150 1500
151 3000
154 2650
155 5000
157 Wand of Binding
Scrolls of Remove Curse Speak
159 with Dead Bracers of Defense
160 Robe of Summer
6 Against the Giants 11
167 520
Potions of Healing, Superior
Healing, Poison, Mind Control
169 9771.8 (Hill Giant) +1 Shield, Javelin of Lightning
170 4250 12d4 * 250 + 8d2 *100
171 50 +1 Warhammer, Waythe
Potions of Storm Giant
172 1241.3 Strength, Invisibility
Potions of Water Breathing
173 2760 16d4 (x4) +1 Battleaxe (Giant-sized)
175 2500
176 818.5 max of (characters -1) * 1000 Ring of Mind Shielding
177 11300 Treasure Hoard (5-10) Treasure Hoard (5-10)
178 32023 Potion of Poison
+2 Spear, Flametongue
179 +1 Arrows (x11) (shortsword)
Scroll of Protection
181 3070 (Elementals) +1 Battleaxe, Staff of Frost,
Scroll of Cure Wounds (3rd Ring of Resistance (Fire),
182 9285.1 Potions of Healing (x2) level) Armor of Vulnerability
183 7980 1d6 + 0.1 * 1d6 + 0.01* 1d6 Frost Brand (Greatsword)
185 6500
Potions of Poison, Fire
Resistance, Dimunition,
Growth, Mind Control (Frost +2 Dagger, +2 Chain, Necklace
186 25250 Giant), Cloud Giant Strength of Fireballs, Box of Holding
8 * (0.1d100 + 0.5d100 +
187 17450 1d100)
188 5000
+1 bolts (x11), Spell scrolls of +1 Shield, Horn of Valhalla
Delayed Blast Fireball and (Bronze), +1 Plate, Arrow-
Finger of Death, Scroll of catching Shield (Giant-sized),
Protection (Fiends), Potions of +2 Longsword (Giant-sized), +2
speed, superior healing, Morningstar (Giant-sized),
storm giant strength, poison , Pearl of Power,
oil of slipperiness, healing, Nolzur's marvelous pigments,
189 33790 and a philter of love Wand of Paralysis
Magic Cape (Grants Resistance
193 22110 to Cold)
Potions of Resistance (Fire),
Mind Control (Mammal), Mind
194 10605 Control (Fire Giant) Spell Scrolls of 7th level (x2) Mirror of Seeing
Cloak of Elvenkind, Boots of
195 17813 Elvenkind, Ring of Protection 4 2 2 1 1
+1 Longbow, +1 Arrows (x20),
Shield of Missile Attraction
196 6900 (Giant-sized)
Dwarven Plate, +1 Shield, +1
Battleaxe, +1 Warhammer,
Gauntlets of Ogre Power, Ring
197 6935 of Invisibility
Scrolls of Zone of Truth, True
Potions of Superior Healing, Seeing, Darkness, Cure Javelin of Lightning, Hell Hound
198 3441.8 Mind Reading, Invulnerability Wounds (4th level), Symbol Cloak, Sword of Vengeance
199 3436 +2 Greataxe
+2 Mace, +2 Greataxe (Giant-
+1 Arrows (x20), Arrow of sized), Cloak of Elvenkind,
201 3500 Giant-Slaying Boots of Elvenkind
Scroll of Protection
Potion of Poison, Healing, (Lycanthropes), Spell Scrolls of Ring of Shooting Stars, Pipes of
202 6985 Dimunition, DM's Choice (x4) Cleric Spells (x7) the Sewers
203 900 Tentacle Rods (x3)
Potion of Mind Control (Fire
Giant), Growth, Heroism, Scrolls of Gate, Divine Word,
205 7286 Philter of Love (x2) Greater Restoration
206 2500
Scrolls of Wizard Spells (x7, Dragon Slayer (DM's Choice),
DM's Choice), Potions of Brazier of Commanding Fire
208 40679.3 Resistance (Fire) Elementals, +2 Armor
+2 Whip, Staff of Swarming
Insects, Tome of Clear
Bolt of Holding, Bolt of Thought, +2 Shortsword, +1
209 5000 Blinding, Bolt of Vapors Hand Crossbow
7 Tomb of Horrors
217 Gem of Seeing (12 uses)
218 4900 Ring of Protection
Spell Scrolls (x7 Wizard Spells
221 33070 of 1st & 2nd level)
Bag of Holding, Bracers of
Roll multiple d6: On a roll of 4- Potions of Greater Healing Spell Scrolls (x1d6 Wizard Defense, Ring of Feather
222 5, 8d10; On 6 2d4 *10 (x1d6) Spells of 5th level) Falling
224 42500 Ring of Resistance (Fire)
225 30d10 * (0.1+ 0.5 + 1 + 10) Potion of Dimunition +1 Fail
226 11100 3 Wishes
Defender, Sword of
Vengeance, Berserker Axe,
Spear of Backbiting, Non-
Spell Scrolls (x6 Wizard of 5th Legendary Magic Ring, Rod,
227 290970 Non-legendary Potions (x12) level or lower) Staff, Wondrous Items (x3)*
*See AL FAQ for details
Level Level, Renown Special DM
Adventure Adventure Title Runtime Min/Max XP Treasure (GP) Consumables Magic Item 1 Magic Item 2/Specials Downtime
Range Optimized for (Extra) Missions XP/Gold/Downtime
1 1 75/100 100 Potion of Healing 0 (LA) 5 50/25/5
Potion of Healing,
1 1 75/100 110 0 (Z) 5 50/25/5
Alchemist's Fire
Potion of Poison
1 1 75/100 90 0 (EE) 5 50/25/5
Resistance
DDAL07-01 A City on the Edge (5 parts) 1-4 Scrolls of Healing Word,
1 1 75/100 100 Alchemist's Fire Protection from Evil and 0 (OG) 5 50/25/5
Good
Potions of Animal
1 1 75/100 150 Friendship, Healing, 0 (H) 5 50/25/5
Poison
Potion of Greater
5 1 750/1000 4100 0 (LA) 5 225/112.5/5
Healing
Potion of Poison,
5 1 750/1000 2100 0 (EE) 5 225/112.5/5
Potion of Invulnerability
Potions of Resistance
5 1 750/1000 2600 (Psychic), Animal 0 (Z) 5 225/112.5/5
DDAL07-02 Over the Edge (5 parts) 5-10 Friendship
Spell Scrolls of Remove
Curse, Tongues,
5 1 750/1000 3600 0 (H) 5 225/112.5/5
Protection from
Aberrations Scroll
Potion of Water
5 1 750/1000 2100 0 (OG) 5 225/112.5/5
Breathing
Quarterstaff +1
DDAL07-03 A Day at the Races 1-4 3 2 450/600 1035 [250] Spell Scroll of Ice Knife 1 (H, OG) 5 200/100/5
[251]
Goggles of
DDAL07-04 A Walk in the Park 1-4 3 2 450/600 100 - 200 Potion of Healing (2) 1 (EE) 5 200/100/5
Night [252]
Pearl of Power Spell Scroll of Warding
DDAL07-05 Whispers in the Dark 1-4 3 2 450/600 200 Potion of Healing (4) 1 (LA, Z) 5 200/100/5
[253] Bond
Mace of Smiting 1 (EE, H, LA,
DDAL07-06 Fester and Burn 5-10 8 2 2250/3000 1750 Potion of Poison (2) 5 750/375/5
(Adamantined) OG, Z)
Rope of
DDAL07-07 Rotting Roots 5-10 8 2 2250/3000 3850 [254] 1 (H, EE) H, EE 5 750/375/5
Entanglement
Potion of Necrotic
Staff of the
DDAL07-08 Putting the Dead to Rest 5-10 8 2 2250/3000 1650 Resistance, Potion of 1 (OG, Z, LA) OG, Z, LA 5 750/375/5
Woodlands
Greater Healing
Potion of Speed,
Frostbrand
DDAL07-09 Unusual Opposition 11-16 13 4 10125/13500 ~7212 Potion of Greater 1 (H, Z) Z 10 3200/1600/10
Rapier
Healing
DDAL07-10 Fire, Ash, and Ruin 11-16 13 4 10125/13500 12220 +3 Pike Spell Scroll of Hallow 1 (LA, OG) LA 10 3200/1600/10
Potion of Fire Giant Love's Bite
Story Award: Ire of the
DDAL07-11 A Lesson in Love 11-16 13 4 10125/13500 27800 Strength, Potion of (Nine Lives 1 (EE, OG) OG 10 3200/1600/10
Merchant Princes
Speed Stealer)
Story Award: Nightmare
DDAL07-12 In Search of Secrets 11-16 13 4 10125/13500 7400 [255] Staff of Striking 1 (EE, LA) EE 10 3200/1600/10
Warrior
Potion of Greater Scroll of Death Ward,
Wand of
DDAL07-13 Old Bones and Older Tomes 11-16 13 4 10125/13500 9500 Healing (2), Potion of Story Award: Verse vs. 1 (Z, H) H 10 3200/1600/10
Polymorph
Flying Verses [256]
Scroll of Comprehend
The Mask of
Languages, Scroll of
Wompona Yarp
DDAL07-14 Fathomless Pits of Ill Intent 11-16 13 4 10125/13500 6000 Greater Restoration, 1 10 3200/1600/10
(Helm of
Story Award: Dead Men
Brilliance) [257]
Tell Tales [258]

1-4 3 4 675/1125 ~3080 Potion of Healing (4) +1 Shortsword, +1 Trident 1(All) 10 400/200/10
+1 Leather,
DDEP07-01 Peril in Port
Potion of Superior Eversmoking Staff of the Woodlands,
5-10 8 4 3375/5625 ~9430 Bottle 1 (All) 10 1500/750/10
Healing (4) Cloak of the Bat
Headband of Intellect,
1-4 3 4 675/1125 ~1125 Ring of Jumping 1 (All) 10 400/200/10
Wand of Lightning Bolts
Wand of Ring of Evasion, Mantle
5-10 8 4 3375/5635 ~4500 1 (All) 10 1500/750/10
Lightning Bolts of Spell Resistance
DDEP07-02 Drums of the Dead +3 Wand of the +2 Half Plate, Wand of
11-16 13 4 12500/19000 ~10500 1 (All) 10 3200/1600/10
War Mage Polymorph
Tome of Clear Thought,
Spellgaurd
17-20 18 4 20000/33000 ~17500 Tome of Leadership and 1 (All) 10 6700/3350/10
Shield
Influence
Rolls on DMG Magic Item Tables
Chapter Chapter /Section Title Recom. Level Page Numbers Fixed Treasure (GP) Rolled Treasure (GP) Consumables Spellbooks & Scrolls Magic Items
A B C D E F G H I
Rare or Uncommon of Each
0 Introduction 1,5,9 8 50 gp / char
Player's Choice
1 Port Nyanrazu Varies
Side Quests:
Collect a Debt 16 50 or 500
Create a Distraction at Fort
17 50
Beluarian
Explore the Aldani Basin 17 100
Hunt Pirates 17 500-7500
Merchant Princes (Items Two rolls on Art Objects Table
below for sale): (Tier 1)
Ekene-Afa 25 +1 Ammunition +1 Dagger, +1 Yklwa, Shield +1
Ring of Fire Resistance (Not for
Jessamine 26 All Poisons from DMG
sale)
Spell Scrolls (level 1 & 2),
Common Potions, Uncommon
Wakanga 27 Wizard's Journal (15 random
Potions
spells lvl 1-6)
Guides 35 Sending Stone
2 Land of Chult
Camp Righteous 45 75
46 Alchemy Jug
Circlet of Blasting, Ring of
Dungrunglung 51 88 Jumping, Nolzur's Marvelous
Pigments
Firefinger 52 175
54 296 Scroll of Commune with Nature Mask of the Beast
Potions of Healing (4), +1 Scrolls of Lesser Restoration (2) Bowl of Commanding Water
Fort Beluarian 57
Arrows (5) and Purify Food and Drink (2) Elementals
58 220 Sending Stone
Heart of Ubtao 60 Scrolls of Arcane Gate (2)
Hrakhamar 62 1405 (in weapons and armor)
63 12500+
Scroll of Knock and Leomond's Sending Stone, Cape of
Jahaka Anchorage 67 1489
Tiny Hut Mountebank
68 72 Potion of Water Breathing Ring of Animal Influence
Kir Sabal 71 50 Potions of Poison (4)
72 330
Scroll of Comprehend
Mbala 74 406 Potion of Greater Healing
Languages
Nangalore 78 120 Scroll of Protection (Undead) Folding Boat
80 70
Needle's Bones 80 1177 +1 Sling Bullets (5) Wand of Fear
Snapping Turtle Bay 83 600
Vorn 84 Shield Guardian (No Amulet)
Wreck of the Narwhal 84 400
Wyrmheart Mine 86 Mithral Breastplate
89 5425 Potion of Greater Healing +1 Battleaxe (Bob)
Shield Guardian Control
Yellyark 90
Amulet
Dwellers of the Forbidden
3
City
Random Encounters 95 1d6 x 25
City Entrance 96 250
Fallen Tree 102 Midnight Tears (5)
Ampitheater 106 275 Helm of Telepathy
Ruined Bazaar 107 373 Potion of Greater Healing
Obo'laka's Shrine 110 30 Mage's Spellbook [259] Immovable Rod
4 Fane of the Night Serpent
Temple Reinforcements 113 Treasure Hoard (1-4) Treasure Hoard (1-4)
Main Gate 114 328
Armory 116 1650 [260] Tortoise-Shell Shield [261]
Fenthaza's Quarters 117 325
Harem 120 1150
Flame Tongue Longsword,
Ras Nsi's Lair 121 4290 Ras Nsi's Spellbook [262]
Sending Stone
Storeroom 122 25 [263] Mesmerizing Incense [264]
Serpent Venom Poison (20),
Venom Distillery 122 Essence of Ether Poison (5),
Torpor Poison (5)
Slave Grotto 124 325
5 Tomb of the Nine Gods
Gallery of Tricksters 131 25
Obo'laka's Tomb 136 Ring of Protection [265]
Trapped Chest 137 550 Scroll of Remove Curse
Moa's Tomb 137 Staff of the Python [266]
Wongo's Tomb 139 Mace of Terror [267]
Gravity Ring 140 100 Devlin's Spellbook [268] Staff of Striking [269]
Papazotl's Tomb 142 600 Amulet of Health [270]
Bottled Genie 143 4500
Grung Egg: Pearl of Power that
Nangnang's Tomb 143 Potion of Poison
grants Poison Resistance [271]
Forge of the Tomb
145 Ghost Lantern
Dwarves
Manual of Golems (Clay), Slaad
Withers' Office 146 120 [272] Withers' Spellbook [273] Control Gem (Gray), Amulet of
the Black Skull
Rotating Crawlways 148 64 [274] +1 Yklwa
I'jin's Tomb 151 1005 [275] Wand of Wonder [276]
Kubazan's Tomb 155 Bracers of Archery [277]
Veils of Fear 156 150
Vault of the Beholder 157 5570 Potion of Diminution Bead of Force (1), +1 Shield
Gargoyle Guardians 158 1666.5
Instrument of the Bards
Shagambi's Tomb 160 700
(Canaith Mandolin) [278]
Maze of Death 162 5000
Mirror of Life Trapping,
Mirror of Life Trapping 163
Scorpion Armor [279]
Crypt of the Sun Queen 165 1750 Necklace of Fireballs [280]
Charm of Nine Lives, Charm of
the Crystal Heart, Charm of
Treasure Sense, Charm of the Robe of Scintilating Colors
Unkh's Tomb 167 750
Swollen Hag, Charm of the [282]
Maimed, or Charm of the
Ghoul [281]
Grandfather Clock 168 2500
Stone Juggernaut 173 5000
Longsword with a dragon-
Gas-Filled Room 173 328.5 [283]
shaped hilt [284]
Hall of the Golden
176 10000
Mastodon
Strawbundle's Charm, Clay No-
Lair of the Sewn Sisters Face's Charm, Joho's Charm
[285]
Rolls on DMG Magic Item Tables
Chapter Chapter /Section Title Recom. Level Page Numbers Fixed Treasure (GP) Rolled Treasure (GP) Consumables Spellbooks & Scrolls Magic Items
A B C D E F G H I
Staff of the Forgotten One,
Death God's Nursery 184 Sphere of Annihilation,
Talisman of the Sphere [286]
Scroll of Create Undead, Scroll
of Fabricate, Scroll of
Red Library 188 17000
Resurrection, Six Spellbooks
[287]
Appendix Appendix B: Random
B Encounters
Port Nyanzaru Encounters:
193 1.5 [288] Potion of Healing
6
Port Nyanzaru Encounters:
193 10
8
Caches: 1 196 0.6 [289]
Caches: 2 196 2.5 [290]
Caches: 3 196 5 [291]
Caches: 4 196 12.5 [292]
Caches: 5 196 1d4 x 1 [293]
Caches: 6 196 1d4 x 0.1 [294]
Caches: 7 196 1d4 x 12.5 [295]
Caches: 8 196 2d4 x 25 [296]
Caches: 9 196 0.5 [297]
1d4 x (0.5 + 1d20 x 0.025)
Caches: 10 196
[298]
Caches: 11 196 25 [299]
Caches: 12 196 5.5 [300]
Caches: 13 196 1 [301] 1d4 x 5 [302]
Caches: 14 196 2d10 x 1 [303]
Caches: 15 196 12.5 [304]
Caches: 16 196 1d10 x 0.25 [305]
Caches: 17 196 7.5 [306]
Caches: 18 196 1 [307] 1d4 x 2.5 [308]
Caches: 19 196 2 [309]
Caches: 20 196 Potion of Healing (2d4)
Treasure Drops: 51-52 197 250
Treasure Drops: 53-54 197 1d4 x 10
Treasure Drops: 55-56 197 50
Treasure Drops: 57-58 197 5
Treasure Drops: 59-60 197 1d10 x 2.5 [310]
Treasure Drops: 61-62 197 50
Treasure Drops: 63-64 197 Serpent Venom (DMG Chap 8)
Treasure Drops: 65-66 197 25
2d12 blocks of insect repellent
Treasure Drops: 67-68 197
incense
Treasure Drops: 69-70 197 50
Treasure Drops: 71-72 197 Potion of Animal Friendship
Treasure Drops: 73-74 197 Potion of Vitality
Treasure Drops: 75-76 197 Spell Scroll (1st level)
Treasure Drops: 77-78 197 Wyvern Poison (DMG Chap 8)
Treasure Drops: 79-80 197 25
Treasure Drops: 81-82 197 1d4 x 50
Treasure Drops: 83-84 197 75
Treasure Drops: 85-86 197 90
Treasure Drops: 87-88 197 500
Treasure Drops: 89-90 197 17.5
Treasure Drops: 91-92 197 12.5
Treasure Drops: 93-94 197 50
Treasure Drops: 95-96 197 Keoghtom's Ointment
Treasure Drops: 97-98 197 Horn of Blasting
Treasure Drops: 99-100 197 Wand of Secrets
Chwinga 197 10
Dinosaurs, Hardosaurus 197 1d6 x 50-100 [311]
Dinosaurs, Triceratops 197 150 - 450 [312]
Flying Snakes 200 2d6 x 25-50 [313]
Kamadans 201 1d3 x 150-300 [314]
2d6 Dancing Monkey Fruit, 2d6
ounces of Menga leaves, 1d4
Rare Plants(s) 201 Ryath Roots, 4d6 Sinda
Berries, 2d6 Wukka Nuts, or
1d6 Zabou
Ability to cast Find the Path
spell as an action, no
Statue of Ubtao 202
components required (only
once then it goes away)
Appendix Appendix D: Monsters
D and NPCs
Holy Avenger (Longsword)
Dragonbait 218
[315]
Ras Nsi 230 Bracers of Defense
Page Fixed Rolled Spellbooks &
Adventure Adventure Title Level Runtime Chapter /Section Title Consumables Magic Items Specials
Numbers Treasure (GP) Treasure (GP) Scrolls
Dangwaru / 7. Ruined
13 25
Bath
Dangwaru / 14. Terrace Lapis Lazuli Ring of
15 25
Garden Nightmares [316]
Dangwaru / 18. Quall's Feather Token
16 6646.6 [317]
Treasury (Anchor)
Dangwaru / 20. Haunted Conch Shell of Leomund's
17
Cage Tiny Hut [318]
DDHC-TOA-2 The Complete Tortle Package 1-4 4
Dangwaru / 24. Shrine
18 262.7 Potion of Healing (2) Driftglobe
of Umberlee
2d10 gp, 1d4
Geonid Caves 18 25 [319]
x 10 gp
High Horn / Bitch Queen 19 25
High Horn / Dirty Random Trinkets from
19 52.5 Medalion of Thoughts
Dastard PHB Chap 5 (3)
High Horn / Sea Mare 20 25
DDHC-TOA-3 Beasts of the Jungle Rot HC
Wizard Spell Scroll
of DM's Choice (3 - Gem of Brightness (25
DDHC-TOA-4 Cellar of Death 1-4 HC 225.1 +1 Bolts (10) 1st level), charges), Shield of Missle
Zaldara's Attraction
Spellbook [320]
Crate Number Seven 5 60.5
Otyugh's Wish 8 Elemental Gem (Emerald)
DDHC-TOA-5 Encounters in Port Nyanzaru 1-11 HC Plague Boat 9 283
Undeserved Punishment 15 Ring of Feather Falling
Yuan-Ti Ambush 16 85
Scroll of Protection
Part One: The
5-7 262 Potion of Greater Healing from Evil and
Runestone Guide
Good
DDHC-TOA-6 Heart of the Wild 5-10 HC Part Two: Temple of the Scroll of Lesser
10-14 805 Driftglobe Charm of Heroism
Rising Sun Restoration
Part Three: The Dark
16-17 520 Goggles of Night
Hollow
Random Encounter:
1-4 HC 11 1012
Apes
Random Encounter: DM's choice instead of
5-16 HC 11
Cannibals Treasure Hoard roll [321]
DM's choice instead of
Random Encounter:
1-16 HC 11 Individual Treasure roll
Crocodile Cultists
[322]
Random Encounter:
1-10 HC 11 250
Crocodiles
Flame Tongue Scimitar,
Random Encounter: DM's choice instead of
11-16 HC 11
Death Knight Individual Treasure roll
[323]
Random Encounter:
1-10 HC 12 1d6 x 50
Dinosaur Nest
DM's choice instead of
Random Encounter:
1-16 HC 12 Individual Treasure roll
Flaming Fist Patrol
[324]
DM's choice instead of
Random Encounter:
1-16 HC 12 Gems or Art Objects
Ghost
Treasure Hoard roll [325]
Random Encounter: 1d4 TOA Treasure Drops
1-10 HC 12
Giant Spiders rolls
Random Encounter:
1-10 HC 13 Silvered +1 Rapier
Goblin Warband
Random Encounter:
1-10 HC 13 Potions of Healing (5)
Grung Hatchery
DM's choice instead of
Random Encounter:
1-16 HC 13 Individual Treasure roll
Grung Patrol
[326]
DM's choice instead of
DDHC-TOA-7 Ruins of Mezro Random Encounter:
5-16 HC 13 Individual Treasure roll
House Karanok
[327]
Staff of Swarming Insects,
Random Encounter: DM's choice instead of
1-16 HC 13
Mage Hunters Individual Treasure roll
[328]
Random Encounter:
1-10 HC 13 12.5 1d6 x 100 Potions of Invisibility (3)
Mantraps
Random Encounter:
5-16 HC 14 1000 - 3000
Stone Golem
DM's choice instead of
Random Encounter:
1-16 HC 14 Individual Treasure roll
Supply Wagon
[329]
DM's choice instead of
Random Encounter:
5-16 HC 14 Individual Treasure roll
Yuan-Ti Abomination
[330]
Random Encounter:
5-16 HC 14 131 +1 Plate Armor
Zombie Beholder
1-16 HC Brokenbarrel's Hut 15 5880
Sphere of Annihilation,
1-16 HC House Karanok 18 DM's choice instead of Witchweed (16) [332]
Treasure Hoard roll [331]
DM's choice instead of
1-16 HC Emberon's Cage 19
Treasure Hoard roll [333]
DM's choice instead of
1-16 HC Artus Cimber's Home 20 24 Individual Treasure roll
[334]
1-4 HC The Path to Omu 22-23
Children of the
5-10 HC 24-25
Crocodile
11-16 HC Parting the Veil 26-27
A Meeting With Mother
7 Potion of Revivify
Doe
A Darkling Ambush 9 Cloak of Elvenkind [335] Darkling Necklace [336]
Tree Spirit Spear, Tree
+1 Spear, +1 Club, +1
Byre the Pine Wilden 9 +1 Arrows (10) Spirit Club, Tree Spirit
Greatclub [337]
Greatclub [338]
Page Fixed Rolled Spellbooks &
Adventure Adventure Title Level Runtime Chapter /Section Title Consumables Magic Items Specials
Numbers Treasure (GP) Treasure (GP) Scrolls
Getting to the Island 10 30
At the Island 11 25
A Royal Audience, and Scroll of Spike
12 100
a Deal Growth
Lizards in Peril 13 40
The Yuan-ti Patrol 15 10 Potion of Healing (2)
The Chase 16 250 +1 Silver Dagger
Potion of Invulnerability
The Beast 16
[339]
Potion of Greater Healing
Area 1: Warehouse 20 50
(2)
Area 2: The Empty
20 200 Whisper [340]
Smithy
Area 4: The Kennels 21 300
Potion of Animal
Area 5: The Pasha's
22 200 Friendship, Potion of
Lodge
Heroism
DDHC-TOA-8 Return of the Lizard King 1-4 HC Bullsye Lantern Skull,
Area 6: Guest
22 Wooden Gecko Earings
Residences
[341]
Area 7: Servant's
22 200
Quarters
Potion of Healing (3),
Area 8: The Alchemists' Potion of Greater Healing
23
House (3), Potion of Invisibility,
Elixir of Health
Items from Byre in the
Area 9: The Rapids
23 Pine Wilden without
Tavern
downtime expenditure
Area 10: Asric's Potion of Poison, Potion of
24 265
Workshop Fire Breath (2)
Large Rowboat with Mast
Area 11: The Docks 24
and Sails
Room 1: Entrance 27 150
Room 4: The Test of 50 for each
28
Resolve abyssal lizard
Room 6: Preparation Necklace of Prayer Beads
28 200
Chamber (Bless, Curing, and Favor)
Room 8: Alter to
29 150 +1 Arrows (20) [342] Mithral Breastplate
Sess'innek
Room 10: Hall of the
30 300 Potion of Growth +1 Scimitar
Lizard Kings
3 rolls on Trinket table
Encounter 1: Veneration 11 5gp + 1d10 sp
(PHB 160)
Encounter 2: Sluggish 11 1200
DDHC-TOA-9 Ruins of Matolo 5-10 HC +1 Scimitar, Figurine of a circlet made of gold
Why Did It Have To Be
14 20 Wondrous Power (Bronze and precious gems (no
Snakes?
Griffin) listed value)
Potion of Greater Healing Nolzur's Malvelous
A Trap! 15 590
(2) Pigments (2 pots)
Whip that has been
Part 1: First Rule is rolled into a ball and that
Potion of Greater Healilng,
Don't Spore About Fight 7 1000 Ioun Stone of Leadership has a clenched hand still
Potion of Poison
Club attached, a headless
mouse
DDHC-TOA-10 Ruins of Hisari 11-16 HC Scroll of Detect
Part 2: The Voice Adamantine Armor
10-12 250 Thoughts, Scroll of
Behind the Curtain (players' choice)
Hypnotic Pattern
Flame Tongue (sword of
Part 3: Blood, Laughter Option to transform into a
18-21 2250 players' choice), Cloak of
and Tears Yuan-ti pureblood [343]
Arachnida, +3 Scimitar
DDHC-TOA-11 Hunter 1-4 HC
Encounters in the Jungles of
DDHC-TOA-12 n/a HC
Chult
Scroll of Revivify,
Part 1: The
6-11 1040 Potion of Water Breathing Scroll of Vampiric Quiver of Ehlonna
Stormreavers
Touch
Heward's Handy
DDHC-TOA-13 The Risen Mists 11-16 HC Part 2: Ruins of the Potion of Greater Healing Scroll of Greater
12-20 4650 Haversack, Staff of the
World Serpent (2) Restoration
Woodlands
Keoghtom's Ointment,
Part 3: Dark Mirrors 21-25 1062.5 Potion of Clairvoyance
Spare [344]
Xanathar's Lost Notes to
DDHC-TOA-14 1-4 HC
Everything Else
Adventure Code Level Level, Renown Special DM
Adventure Title Runtime Min/Max XP Treasure (GP) Consumables Magic Item 1 Magic Item 2/Specials Downtime
(CCC-) Range Optimized for (Extra) Missions XP/Gold/Downtime
Legend of the Sword Bandit
ANIME-01-01 1-4 2 5
Surprise
ANIME-01-02 Let's Find the Sword, GO! 5-10 7 2 5 650/325/5
ANIME-01-03 Star Sword Return 5-10 2 5
Periapt of Wound
BLD-01-01 Bleeding Gate: Pandemonium 1-4 3 2 220/850 200 1 (H) 5 200/100/5
Closure
BLD-01-02 Bleeding Gate: Amalgamation 1-4 3 2 800/1200 487 Winged Boots 1 (EE, H) 5 200/100/5
BLD-01-03 Bleeding Gate: Lineage 5-10 7 4 10 1300/650/10
Chunk of Adamantine
BMG-01 CORE1-1 A Scream in the Night 1-4 1 4 225/300 250 [345] Potion of Greater Healing - 1 10 200/100/10
[346]
BMG-02 CORE 1-2 A Cog in the Wheel 1-4 2 4 450/600 1000 [347] Potion of Healing - - 0 10 300/150/10
BMG-03 CORE1-3 A Hole in the World 1-4 3 4 900/1200 900 [348] - - - 1 10 400/200/10
450/600* Potion of Healing, Potion of Spell Scroll of Color
BMG-04 CORE2-1 Tales of Good and Evil 1-4 3 4 450 - 1 10 400/200/10
[349] Necrotic Resistance Spray
Emerald Kidgloves
BMG-05 CORE2-2 Songs of Law & Chaos 1-4 3 4 900/1200 2915 [350] Potion of Healing (Gloves of Theivery) 1 10 400/200/10
[351]
BMG-06 CORE2-3 Edicts of Neutrality 1-4 3 4 1275/1700 1200+ [352] - - - 1 10 400/200/10
BMG-07 HULB1-1 Hulburg Rebuilding 5-10 8 4 4500/6000 1665 Potion of Greater Healing Vicious Mace [353] - 1 (Z) 10 1500/750/10
Potion of Greater Healing,
BMG-08 HULB1-2 Hulburg Burning 5-10 8 4 4500/6000 2250 [354] Potion of Necrotic Lantern of Revealing 1 (H) 10 1500/750/10
Resistance
Wand of Magic
BMG-09 HULB1-3 Hulburg Rising 5-10 8 4 4500/6000 1470+ [355] Vial of Holy Water - 1 (OG) 10 1500/750/10
Missles
BMG-HULB1S HULB1-S Extinction *Missing*
Emerald Kidgloves
Potion of Greater Healing,
BMG-10 HILL1-1 Arrival 5-10 6 4 3000/4000 3400 [356]
Potion of Acid Resistance
(Gloves of Thievery) - 1 10 1000/500/10
[357]
Potion of Hill Giant Periapt of Wound
BMG-11 HILL1-2 Exodus 5-10 7 4 3750/5000 3200 - 1 10 1300/650/10
Strength, Potion of Growth Closure
Audience Stones
Potion of Greater Healing,
BMG-12 HILL1-3 Resurgance 5-10 8 4 4500/6000 2300
Potion of Growth
(Sending Stones) - 1 10 1500/750/10
[358]
Story award grants
BMG-HILL1S Onslaught 5-10 8 4 4500/6000 1000 Potion of Greater Healing - nobility and deed to plot 1 10 1500/750/10
of land.
Potion of Greater Healing,
Spell Scrolls of Lesser Miltiade's Shield (+3) Eihim's Travelling
BMG-13 PHLAN1-1 Sepulture 11-16 11 4 8625/11500 6000 [359] 1 (EE) 10 2600/1300/10
Restoration, Windwall, and [360] Spellbook [361]
Zone of Truth
Tome of
BMG-14 PHLAN1-2 Enemy of my Enemy 11-16 12 4 8625/11000 10500 [362] Potion of Polymorph 1 10 2900/1450/10
Understanding
Frostbrand
BMG-15 PHLAN1-3 Subterfuge 11-16 12 4 8625/11000 14350 [363] - - 1 (LA) 10 2900/1450/10
(Greatsword)
BMG-PHLAN1S PHLAN1-S Uprising *Missing*
Figurine of Wondrous Scroll of Mass Healing
BMG-16 ELM1-1 The Sage of Cormathor 5-10 8 4 4500/6000 3000 Potion of Healing (x2) 1 10 1500/750/10
Power (Ivory Goats) Word
Scroll of Blight, Scroll of
Speak with Dead, Scroll
BMG-17 ELM1-2 The Lost Sanctum 5-10 8 4 4500/6000 2500 Bracers of Defense of Bestow Curse, 1 10 1500/750/10
Mage/Archmage
Spellbook* [364]
Potion of Healing, Potion of
Greater Healing, Potion of Staff of the Scroll of Lesser
BMG-18 ELM1-3 The Battle of Elmwood 5-10 8 4 4500/6000 3000 1 10 1500/750/10
Fire Breath, Antitoxin (x2), Woodlands Restoration,
Alchemist's Fire (x2)
Boots of the
BMG-19 HULB2-1 Winter’s Frosty Kiss 5-10 8 4 4500/6000 1408 Potion of Resistance (Cold) 1 (OG, EE) 10 1500/750/10
Winterlands
Story Award: Characters
who swore themselves to
Flame Tongue
BMG-20 HULB2-2 Winter’s Frigid Wrath 5-10 8 4 4500/6000 1336 - 1536 Spell Scroll of Dispel Magic
(Longsword)
the Order of the Flame 1 (Z, H) 10 1500/750/10
should note it down on
their log sheets.
Studded Leather +1
BMG-21 HULB2-3 Winter’s Sharp Bite 5-10 8 4 4500/6000 2065 Potion of Greater Healing 10 1500/750/10
[365]
Ring of Resistance Scroll of Lesser
BMG-HULB2S HULB2-S Winter's Feast 5-10 8 4 4500/6000 800+ Potion of Fire Breath 1 10 1500/750/10
(Fire) Resistance
5000+1000 or Tyr's Blessing of the Mind
BMG-22 PHLAN2-1 Demogogue 11-16 15 4 8625/11500 10 4500/2250/10
500 [366] [367]
5000+1000 or Tyr's Blessing of
BMG-23 PHLAN2-2 Hatemaster 11-16 15 4 8625/11500 10 4500/2250/10
500 [368] Command [369]
5000+1000 or
BMG-24 PHLAN2-3 The Royal We 11-16 15 4 8625/11500 Tyr's Blessing Luck [371] 10 4500/2250/10
500 [370]
BMG-PHLAN2S PHLAN2-S Damnation 11-16 4 10
Spell Scroll of Arms of
Boots of the
CIC-01 The Vault of the Devourer 1-4 3 4 900/1200 550 [372] Potion of Healing
Winterlands
Hadar, Conjurer's 1 10 400/200/10
Spellbook [373]
Spell Scroll of Prayer of
Alchemist's Fire (4),
Healing, Scroll of
Antitoxin (4), Acid (4), Figurine of Wondrous
CIC-02 The Clockwork Laborotory 5-10 7 4 3750/5000 3383.5
Potion of Healing (6), Oil of Power (Onyx Dog)
Protection (from 1 10 1300/650/10
Elementals), Clockwork
Slipperiness
Spellbook [374]
Spell Scrolls of Animate
Potion of Greater Healing,
CIC-03 The Desolate Undercroft 5-10 8 4 4500/6000 4700
Potion of Mind Reading
Mace of Disruption Dead, Rope Trick, 1 10 1500/750/10
Vampiric Touch
Scroll of Protection
CIC-04 Best Friends Forever 5-10 8 4 4500/6000 5500 Potion of Greater Healing Sending Stones 1 10 1500/750/10
(Fiends)
CIC-05 Donum Vitae 5-10 8 4 10 1500/750/10
CIC-06 End of the Line 1-4 3 4 10 400/200/10
The Last Voyage of the
CIC-08 1-4 3 4 10 400/200/10
Woolgathering Tidsoptimist
Scroll of Raise Dead,
DDSC-01 Murder at the Stop 1-4 3 4 900/1500 500 Potion of Healing, Pearl of Power Scroll of Greater 1 (LA,H,OG) 10 400/200/10
Restoration
DDSC-02 A Fool and His Gold 1-4 3 4 900/1500 375 [375] Ring of Jumping Ring of Jumping - 1 10 400/200/10
Potions of Greater Healing
GARY-01 A Night to Remember 5-10 7 2 6300/7000 1300 Dagger of Venom A 2nd Dagger of Venom 1-2 5 650/325/5
(x3)
Wand of Magic Scroll of Mass Cure
GARY-02 To Find a Way Out 5-10 7 2 6300/7000 1100 Vial of Poison 1 5 650/325/5
Missiles Wounds
Multiple chances to
roll for: Staff of the
Vial of Poison, Potion of Python, Cloak of the
GARY-03 Oh, We're in it Now 5-10 7 2 3300/3800 4200 Healing, +1 Ammunition Manta Ray, Cap of 1 5 650/325/5
(x5) Water Breathing,
Goggles of Night,
Necklace of Fireballs
GARY-04 The Darkness of the Mountains 1-4 2 5
GARY-05 The Shadows of the Trees 1-4 2 5
GARY-06 The Death Beneath the Roots 1-4 2 5
GARY-07 The Mirror Cities of Gulthias 5-10 2 5
GARY-08 That Which Lies Buried 5-10 2 5
GARY-09 The Witch Maiden 5-10 2 5
GEL-01 Bedlam at the Benefit 1-4 3 2 5 200/100/5
Spell Scrolls of Arcane
Potion of Greater Healing Eye, Evard’s Black
GHC-01 Tharaera Lost 5-10 7 2 2250/3000 4300 [376] 1 5 650/325/5
(x4) Tentacles, Legend Lore,
and Scrying
GHC-02 Skulljaw Hill 5-10 7 2 2500/3500 1000 [377] - Battleaxe +1 - 1 5 650/325/5
GHC-03 Facing the Dark 5-10 7 2 2000/3000 1000+ [378] - Ring of Protection +1 - 1 5 650/325/5
GHC-04 Shade of the Dark 5-10 8 2 2000/3000 2300+ Potion of Healing RIng of Warmth 1 (Z) 5 750/375/5
GHC-05 Trail of Treachery 5-10 8 2 2000/3000 2000+ Potion of Vitality Shortsword +1 1 5 750/375/5
GHC-06 What You Wish for 5-10 8 2 2000/3000 1300+ Potion of Invisibility Dagger +2 1 5 750/375/5
Adventure Code Level Level, Renown Special DM
Adventure Title Runtime Min/Max XP Treasure (GP) Consumables Magic Item 1 Magic Item 2/Specials Downtime
(CCC-) Range Optimized for (Extra) Missions XP/Gold/Downtime
GHC-07 River Runs Red 11-16 13 2 6000/8000 3450+ Potion of Invisibility Ring of the Ram 1 5 1600/800/5
Potion of Greater Healing,
GHC-08 Death in the Ruins 11-16 13 2 6000/12000 1950 Greatsword +2 1 5 1600/800/5
Potion of Fire Breath
Spell Scroll of
GHC-09 Swamp of Death 11-16 13 2 6000/8000 11600+ Potion of Vitality Longbow +2 1 5 1600/800/5
Etheralness, Wind Walk
IFK-01 Shadow of Greed 5-10 2 5
IFK-02 Shadow of the Weave 5-10 2 5
IFK-03 Shadow of the Dusk Queen 5-10 4 10
Spell Scroll of Lesser
KUMORI-01-01 Wreckers 1-4 3 2 450/600 514+ Potion of Healing Gem of Brightness 1 (Z) 5 200/100/5
Restoration
KUMORI-01-02 Wretches 1-4 3 2 450/600 565+ Potion of Fire Breath Robe of Useful Items Spell Scroll of Knock 1 (Z, LA) 5 200/100/5
Belt of Hill Giant
LINKS-01 Champion of the People 5-10 9 4 6000/7500 1800 - - 1 10 1900/950/10
Strength
Dancing Sword
LINKS-02 The Secrets We Keep 11-16 12 4 10500/11500 8900 Potion of Heroism Spell Scroll of Dream 1 (Z) 10 2900/1450/10
(Rapier)
MACE01-01 The Blight of Geoffrey 1-4 2 4 10 300/150/10
MACE01-02 A Panthers Peril 1-4 3 4 10 400/200/10
Spell Scrolls of Faerie
Guantlets of Ogre
ODFC01-01 Hammer and Anvil 1-4 3 4 900/1200 520+ Potion of Healing
Power
Fire, Gaseous Form, 1 (All) 10 400/200/10
Madred's Spellbook [379]
Potion of Greater Healing, Rope of
ODFC01-02 Black Blades, Black Wings 5-10 8 4 4500/6000 1970+ 1 (All) 10 1500/750/10
Drow Poison Entanglement
Spell Scroll of Elemental
ODFC01-03 Elders' Eyes Upon You 11-16 15 4 15000/20000 15300+ Potion of Superior Healing Spellguard Shield Bane, Locate Creature, 1 (H, EE, LA) 10 4500/2250/10
Brinora's Grimoire [380]
Adamantine Chain
PDXAGE-0101 The White Well 1-4 3 2 450/600 290 Potion of Healing - 1 5 200/100/5
Shirt
Rapier of Life
PDXAGE-0201 The Dark Hunt 5-10 6 2 1500/2000 850 - - 1 (LA, EE) 5 500/250/5
Stealing
Delusions of Grandeur, Dreams Manual of Bodily
QCC-2017 11-16 13 4 10125/13500 7000 Mage's Spellbook [381] 1-2 10 3200/1600/10
of Revenge Health
Potions of Greater Healing, Wand of the War Black Leather Spellbook
ROZK01-1 Binder's Torment 11-16 13 4 11700/13760 4250 1 (LA, Z) 10 3200/1600/10
Superior Healing, Speed Mage, +2 [382]
Spell Scrolls of Enhance
Tome of Leadership Ability, Forcecage,
ROZK01-2 Zhenatarim's Lament 11-16 13 4 11360/13360 6550 Potion of Superior Healing 1 (Z) 10 3200/1600/10
and Influence Simulacurum,
Programmed Illusion
Spell Scrolls of Circle of
Potions of Superior Healing,
ROZK01-3 Necromancer's Ascent 11-16 14 4 14200/15600 3500
Vitality
Spellguard Shield Death, Contingency, 1 (EE, OG) 10 3700/1850/10
Mislead
Adamantine Chain
SALT01-01 Rumors of Riches 1-4 2 2 450/600 544.6 1 (LA,H,Z) 5 150/75/5
(Shirt or Mail)
SALT01-02 Moor Trouble 1-4 2 2 450/600 407 Potion of Healing +1 Mace 1 (EE, OG) 5 150/75/5
Scroll of Protection from
SALT01-03 Broken Halls of Goldahroud 1-4 2 4 900/1500 1046.01 Potion of Healing Quiver of Ehlonna Good/Evil, Spellbook 1 10 300/150/10
[383]
SCAR01-01 Corrupted Artery 1-4 3 2 5 200/100/5
"Smoke" (+2 1500/750/10 or
SFBAY-01-01 Plots in Motion 5-10 8 4 or 8 None Listed 668 Oil of Sharpness Rider's Spellbook [384] 1-2 10/20
Shortsword) 3000/1500/20
Potion of Growth, Potion of Cloak of Lasharra's Spellbook
SFBAY-02-01 Old Enemies Arise 5-10 8 4 3000/9000 3425 1 10 1500/750/10
Animal Friendship Displacement [385]
Potion of Healing (3), Scroll of Bless, Story
SFBAY-04-01 The Cornflower Hive 1-4 3 4 900/1200 300 Javelin of Lightning 1 (Z) 10 400/200/10
Potion of Water Breathing Award: Goblinslayer [386]
Traveler's Heart Scroll of Speak with
(Stone of Controlling Animals, Downtime
SFBAY-04-02 Under Earth & Stone 5-10 8 2 2250/3000 1920 Crossbow Bolts +1 (10) 1 5 750/375/5
Earth Elementals) Activity: The Silk Trade
[387] [388]
Slippers of Spider Scroll of Protection from
SRCC01-01 Trouble in the Old City 1-4 3 2 450/600 796.8 Potion of Healing 1 (Z) 5 200/100/5
Climb Poison
Potion of Healing, +1 +1 Shortsword (+2
SRCC01-02 Down the River of Snakes 1-4 3 2 450/600 749 1 (EE, LA) 5 200/100/5
Arrows (10) init.)
SRCC01-03 Altar of the Smoldering Eye 1-4 3 2 450/600 795 Potion of Healing Staff of the Adder 1 (H, OG) 5 200/100/5
THENT01-01 Beneath the Surface 1-4 3 2 450/650 540 Potion of Healing (2) Pearl of Power 5 200/100/5
Periapt of Wound
THENT01-02 Those That Dwell Beneath 1-4 3 2 450/650 500 Potion of Healing (2-6) 5 200/100/5
Closure
Spell Scroll of
Instrument of the Comprehend Languages, Story Award;
Potion of Growth, Potion of
THENT01-03 The Dreaming Relic 1-4 3 4 900/1200 250 - 450
Healing (4)
Bards (Mac-Fuirmidh Spell Scroll of Gentle Knowledge of 10 400/200/10
Cittern) Repose, Spell Scroll of the Vault [389]
Tenser's Floating Disk
Spell Scrolls of Heal,
Robe of Scintillating
TRI-01 Into the Darkness (Yulash Part 1) 11-16 13 4 10125 18000 Potion of Superior Healing
Colors
Flame Strike, Mass 1 (H, EE) EE 10 3200/1600/10
Suggestion
Impression Left Behind (Part Two
TRI-02 11-16 13 4 10125/13500 5500 Potion of Vitality Rod of Absorption 1 (Z, LA) LA 10 3200/1600/10
of the Yulash Series)
UCON-01 Blood and Fog 5-10 7 4 3750/5000 2200+ [390] Potion of Greater Healing Berserker Flail 1 10 1500/750/10
Spell Scrolls of Glph of
Potion of Fire Giant Ioun Stone of Warding and Water
YLRA01-01 Her Dying Wish 5-10 8 4 4500/7500 3018 1 (OG) 10 1500/750/10
Strength Reserve Breathing, Spellbook*
[391]
Flame Tongue (Any
melee weapon
except Club,
Greatclub, Spear,
Quarterstaff, Lance,
or Whip)
YLRA01-02 Uneasy Lies the Head 5-10 8 4 4500/7500 2275 Potion of Healing (2)
UPDATE: The
Spellbook [392] 1 10 1500/750/10
adventure has been
changed to only
provide swords, but
past items are still AL
legal.
Potion of Greater Healing, Bowl of Commanding
YLRA01-03 Bound by Duty 5-10 8 4 4500/7500 4200 1 10 1500/750/10
Potion of Heroism Water Elementals
Magic Item Type Rarity Attunement Restrictions Description Magic Item Table AL Locations
DDAL00-04 (Light
Smoldering Armor Armor Common XGE 139 -
or Medium)
Adamantine Armor Armor Uncommon medium or heavy, butDMG
not hide
150 OotA Amendment DDAL00-01 DDHC-TOA-10
Chain mail F66 SALT01-01 TYP 115
Chain shirt F67 SALT01-01 PDXAGE-01-01
Scale Mail F68
Breastplate G15
Splint G16
Half plate H55 DDOPEN2016
Plate H56 SKT 162 DDEP06-01
Mariner's Armor Armor Uncommon DMG 181 B92 PotA 133 (Scale)
ToA 86 DDHC-TOA-8
Mithral Armor Armor Uncommon medium or heavy, butDMG
not hide
182 B93 OotA Amendment
(Breastplate) (Breastplate)
Sentinel Shield Armor Uncommon shield DMG 199 F19-21 DDEX2-12 PAXW2016
PotA 109 DDEX3-5 OotA 68 TYP 58
Faction Reward
Shield, +1 Armor Uncommon shield DMG 200 F16-18 TYP 169 TYP 189 TYP 197
(All)
DDOPEN2016 ToA 25 ToA 157
Armor of Resistance Armor Rare yes DMG 152
leather G57
studded leather H97
Chain shirt G33 DDEP5-2
Breastplate H61
DDEX3-11 (Poison)
Half plate I83
[393]
Chain mail G31
Scale Mail G78
Plate I90 RoT-61 (Lightning)
Armor of Vulnerability Armor Rare yes plate DMG 152 G18 TYP 107 TYP 131 TYP 182
Faction Reward
Armor, +1 Armor Rare DMG 152
(All)
Leather G56 HotDQ p. 86 TYP 131 DDEP07-01
Studded Leather H96 CCC-BMG-21
DDAL05-13
Scale Mail G77, I66-67 HotDQ p. 93
(wood)
Breastplate H60 PotA 140 [394]
Half plate I54-55 DDEP4
Chain mail G30 HotDQ p. 69 TYP 101
Splint H94 DDEX1-12
Plate I60-61 TYP 147 TYP 189 DDHC-TOA-7
Arrow-catching Shield Armor Rare yes shield DMG 152 G19 HotDQ p. 71 TYP (AL-FAQ)
Elven Chain Armor Rare chain shirt DMG 168 G41 PotA 102 PotA 124 DDEP3
Glamoured Studded Leather Armor Rare studded leather DMG 172 G45 DDAL4-09
Scorpion Armor Armor Rare yes plate ToA 208 - ToA 163
Shield of Missile Attraction Armor Rare yes shield DMG 200 G80 DDHC-TOA-4 (p. 7)
Shield, +2 Armor Rare shield DMG 200 G79 DDEX2-14 [395] CoS 68 (+2 init.)
Animated Shield Armor Very Rare yes shield DMG 151 H57 DDEP5-2
DDAL05-18
Armor, +2 Armor Very Rare DMG 152 TYP 209
(Player's Choice)
Leather H84
Studded Leather I72-73 OotA 91
Chain shirt H64
Scale Mail H92 OotA 204
Breastplate I44-45 SKT 129
Half-plate I76(1-2) DDEP07-02
Chain mail H63 TYP 186
Splint I70-71
Plate I76(3-4) CoS 93
Demon Armor Armor Very Rare yes plate DMG 165 H67 DDEX3-16
Dragon Scale Mail Armor Very Rare yes scale mail DMG 165 H68 HotDQ Ch. 7 DDEP5-1 (Red)
PotA
Dwarven Plate Armor Very Rare plate DMG 167 H69 OotA 82 TYP 197
Addendum
Shield, +3 Armor Very Rare shield DMG 200 H37-38 PHLAN1-1 DDAL05-18
CCC-ODFC-01-
Spellguard Shield Armor Very Rare yes shield DMG 201 H93 CCC-ROZK01-3 DDEP07-02
03
Armor of Invulnerability Armor Legendary yes plate DMG 152 I78
Armor, +3 Armor Legendary DMG 152
Leather I58-59
Studded Leather I76(5-6)
Chain shirt I48-49
Breastplate I76(7-8)
Half-plate I76(11)
Chain mail I46-47
Splint I76(9-10)
Plate I76(12) SKT 120
Efreeti Chain Armor Legendary yes chain mail DMG 167 I82
Plate Armor of Etherealness Armor Legendary yes plate DMG 185 I89
Tortoise-Shell Shield Armor Unique no shield TOA 117 - TOA 117
Ring of Jumping Ring Uncommon yes DMG 191 F93 DDAL05-10 ToA 88 DDEP07-02
Faction Reward
Ring of Mind Shielding Ring Uncommon yes DMG 191 F94 DDEX2-6 DDAL-VOLO TYP 176
(Lord's Alliance)
Ring of Swimming Ring Uncommon DMG 193 B95 PotA 136 DDAL05-06
Faction Reward
Ring of Warmth Ring Uncommon yes DMG 193 F95 CCC-GHC-04
(Order)
Ring of Water Walking Ring Uncommon DMG 193 F96 DDEX2-7 OotA 62
Faction Reward
Ring of Animal Influence Ring Rare DMG 189 G63 DDAL4-13 TYP 69 ToA 68
(Emerald)
Ring of Evasion Ring Rare yes DMG 191 G65 DDEX1-3 DDEP07-02
Ring of Feather Falling Ring Rare yes DMG 191 G66 TYP 222
Ring of Free Action Ring Rare yes DMG 191 G67 OotA 172
LMoP p. 29 DDEX3-15 OotA 170 GHC-03
Ring of Protection Ring Rare yes DMG 191 G68 SKT 112 TYP 68 TYP 107 TYP 131
TYP 195 TYP 218 ToA 136
RoT-44
DDEX1-5 (Fire) RoT-34 (Cold) PotA-68 (Fire)
(Poison)
PAXW2016
PotA 187 SKT 86 (Cold) SKT 111
Ring of Resistance Ring Rare yes DMG 192 G69 (Cold)
SKT 183 (Lightning) TYP 69 (Fire) TYP 182 (Fire) TYP 224 (Fire)
Faction Reward
ToA 26 (Fire)
(Harpers) DDOPEN2016
Ring of Spell Storing Ring Rare yes DMG 192 G70 DDAL4-08 TYP 50 TYP 107 DDEP5-2
Ring of X-ray Vision Ring Rare yes DMG 193 G72
Ring of the Ram Ring Rare yes DMG 193 G71 CCC-GHC-07
Ring of Regeneration Ring Very Rare yes DMG 191 H17-18 CoS 148
Ring of Shooting Stars Ring Very Rare yes DMG 192 H19-20 DDAL05-18 TYP 202 DDEP5-2
Ring of Telekinesis Ring Very Rare yes DMG 193 H21-22
Ring of Air Elemental Command Ring Legendary yes DMG 190 I91
Ring of Djinni Summoning Ring Legendary yes DMG 190 I24-26
Ring of Earth Elemental Command Ring Legendary yes DMG 190 I92
Ring of Fire Elemental Command Ring Legendary yes DMG 190 I93
Ring of Invisibility Ring Legendary yes DMG 191 I27-29 TYP 197
Ring of Spell Turning Ring Legendary yes DMG 193 I30-32
Ring of Three Wishes Ring Legendary DMG 193 I94
Ring of Water Elemental Command Ring Legendary yes DMG 190 I95
Immovable Rod Rod Uncommon DMG 175 B90 PotA 80 ToA 110
Rod of the Pact Keeper, +1 Rod Uncommon yes warlock DMG 197 F46-47 DDEX2-8 CoS 68 TYP 89 DDOPEN2016
Rod of Rulership Rod Rare yes DMG 197 G74
Rod of the Pact Keeper, +2 Rod Rare yes warlock DMG 197 G75 DDEX3-13 DDOPEN2016
Rod of the Vodinrod Rod Rare yes SKT 236 - SKT 60 SKT 69 SKT 78 SKT 109
Tentacle Rod Rod Rare yes DMG 208 G90 PotA 131 OotA 9 OotA 119 OotA 204 TYP 203 (x3)
Rod of Absorption Rod Very Rare yes DMG 195 H27-28 CCC-TRI-02 DDAL00-02E
Rod of Alertness Rod Very Rare yes DMG 196 H29-30 DDAL00-03 (tier 3)
Rod of Security Rod Very Rare DMG 197 H31-32 DDAL00-01
Rod of the Pact Keeper, +3 Rod Very Rare yes warlock DMG 197 H33-34 DDAL05-18
Rod of Lordly Might Rod Legendary yes DMG 196 I33-35
Rod of Resurrection Rod Legendary yes cleric, druid, or paladin
DMG 197 I64-65
Spell Scroll, 1st Level Scroll Common DMG 200 A71-90
Spell Scroll, Cantrip Scroll Common DMG 200 A51-60
Spell Scroll, 2nd Level Scroll Uncommon DMG 200 A91-94, B55-59
Spell Scroll, 3rd Level Scroll Uncommon DMG 200 B60-64
Scroll of Protection Scroll Rare DMG 199 C85-87
Spell Scroll, 4th Level Scroll Rare DMG 200 C16-22
Spell Scroll, 5th Level Scroll Rare DMG 200 C68-72
Spell Scroll, 6th Level Scroll Very Rare DMG 200 D41-50
Spell Scroll, 7th Level Scroll Very Rare DMG 200 D51-57
Spell Scroll, 8th Level Scroll Very Rare DMG 200 D88-92, E01-30
Spell Scroll, 9th Level Scroll Legendary DMG 200 E71-85
CCC-SRCC01-
Staff of the Adder Staff Uncommon yes cleric, druid, or warlock
DMG 203 F50-51 DDOPEN2016
03
Staff of the Python Staff Uncommon yes cleric, druid, or warlock
DMG 204 F52-53 GARY-03 ToA 137
Gulthias Staff Staff Rare yes CoS 221 CoS 178
Staff of Charming Staff Rare yes bard, cleric, druid, sorcerer,
DMG 201 warlock, or wizard
G81 DDEX2-2 TYP 149
Staff of Healing Staff Rare yes bard, cleric, or druid DMG 202 G82 DDEP4
Staff of Swarming Insects Staff Rare yes bard, cleric, druid, sorcerer,
DMG 203 warlock, or wizard
G83 DDEX3-3 TYP 209 DDHC-TOA-7
Staff of Withering Staff Rare yes cleric, druid, or warlock
DMG 205 G85 DDEX2-13
Staff of the Woodlands Staff Rare yes druid DMG 204 G84 TYP (AL FAQ) ELM 1-3 DDAL07-08 DDEP07-01 DDHC-TOA-13
Staff of Fire Staff Very Rare yes druid, sorcerer, warlock,
DMG or201
wizard H39-40 HotDQ p80 SKT 82
Staff of Frost Staff Very Rare yes druid, sorcerer, warlock,
DMG or202
wizard H41-42 CoS 187 TYP 181
Staff of Power Staff Very Rare yes sorcerer, warlock, or DMG
wizard202 H43-44 CoS 89 DDAL05-19 DDEP4
Staff of Striking Staff Very Rare yes DMG 203 H45-46 ToA 140 DDAL07-12
Staff of Thunder and Lightning Staff Very Rare yes DMG 204 H47-48 DDAL05-08 DDEP5-2
Staff of the Magi Staff Legendary yes sorcerer, warlock, or DMG
wizard203 I36-38 SKT 33
Staff of the Forgotten One Staff Artifact yes sorcerer, warlock, or wizard
ToA 208 - ToA 186
Spider Staff Staff Unique (Rare if certed)
yes LMoP 53 - LMoP 50
Staff of Defense Staff Unique (Rare if certed)
yes LMoP 53 - LMoP 26
Wand of Entangle Wand Uncommon yes spellcaster TYP 229 - TYP 31
Wand of Magic Detection Wand Uncommon DMG 211 B99 DDEX1-2
LMoP p. 46 PotA 100 PotA 143 HULB1-3
Wand of Magic Missiles Wand Uncommon DMG 211 F58-59
GARY-02 TYP 58
Wand of Secrets Wand Uncommon DMG 211 B00 CoS 183 ToA 197
Wand of Web Wand Uncommon yes spellcaster DMG 212 F62-63 DDAL05-07
Wand of the War Mage, +1 Wand Uncommon yes spellcaster DMG 212 F60-61 PotA 182 DDEX3-10 SKT 57 DDOPEN2016
Wand of Binding Wand Rare yes spellcaster DMG 209 G92 DDAL4-10 DDEP06-01 TYP 157
Wand of Enemy Detection Wand Rare yes DMG 210 G93
Wand of Fear Wand Rare yes DMG 210 G94 RoT-67 PotA 145 ToA 80
Wand of Fireballs Wand Rare yes spellcaster DMG 210 G95 SKT 95 SKT 159
Wand of Lightning Bolts Wand Rare yes spellcaster DMG 211 G96 SKT 95 TYP 83 DDEP07-02
Wand of Paralysis Wand Rare yes spellcaster DMG 211 G97 TYP 189
Wand of Viscid Globs Wand Rare yes OotA 223 - OotA 10
Wand of Winter Wand Rare yes HotDQ p94 - HotDQ p68
Wand of Wonder Wand Rare yes spellcaster DMG 212 G99 ToA 151 DDAL00-03
Wand of the War Mage, +2 Wand Rare yes spellcaster DMG 212 G98 TYP (AL FAQ) CCC-ROZK01-1
Wand of Polymorph Wand Very Rare yes spellcaster DMG 211 H51-52 DDEP07-02 DDAL07-13
Wand of the War Mage, +3 Wand Very Rare yes spellcaster DMG 212 H53-54 DDAL05-18 DDEP07-02
Mace-Torch Weapon Common OotA 38 - OotA 38
CoS 163 (sling TYP 196
Ammunition, +1 Weapon Uncommon any ammunition DMG 150 B30-34
bullets) (Arrows x20)
Blood Spear Weapon Uncommon spear CoS 221 - CoS 200
CCC-SFBAY-04-
Javelin of Lightning Weapon Uncommon javelin DMG 178 F42-43 DDEP3 TYP 169 TYP 198 DDOPEN2016
01
Shatterspike Weapon Uncommon yes TYP 229 - TYP 31
Sword of Vengeance Weapon Uncommon yes any sword DMG 206 F54-55 TYP 198 TYP 227
Trident of Fish Command Weapon Uncommon yes trident DMG 209 F56-57 PotA 129 SKT 210
DDAL4-02
Weapon of Warning Weapon Uncommon yes DMG 213 F64-65 DDEX2-3 (Trident)
(Whip)
DDEP06-01 Faction Reward
Weapon, +1 Weapon Uncommon DMG 213 F01-15 TYP 115
(player's choice) (All) DDOPEN2016
Magic Item Type Rarity Attunement Restrictions Description Magic Item Table AL Locations
LMoP p. 33 [396] DDEX2-11 GHC-02 TYP 131 TYP 181
Battleaxe
TYP 197 DDOPEN2016 ToA 89 (Bob)
Club DDHC-TOA-8
RoT-67 (x3) PotA 157 OotA 36 OotA 170 ToA 25
Dagger DDHC-TOA-8
TYP 77 (rusty) TYP 79 TYP 132
DDOPEN2016 (silver)
Flail TYP 225
Greataxe PotA 174 SKT 89 TYP 58
Greatclub DDHC-TOA-8
Greatsword TYP 131
Halberd DDEP5-2
Handaxe SKT 114 (x2)
Hand crossbow TYP 209
Longbow DDEX1-9 HotDQ p. 35 HotDQ p. 86 SKT 57 TYP 196
LMoP p. 24 DDEP1 HotDQ p. 86 PotA 90
Longsword
TYP 46 TYP 70 TYP 129
Mace LMoP p. 48 [397] SALT01-02 TYP 82 DDOPEN2016
Maul PotA Addendum
Pike TYP 123
Quarterstaff DDEX3-16 DDAL07-03
DDHC-TOA-7
Rapier DDEX3-2 TYP 42
(Silvered)
Scimitar PotA 133 DDHC-TOA-8 DDHC-TOA-9
Shortbow DDEX3-16 TYP 131
CCC-SRCC01-
Shortsword DDAL-VOLO CCC-GHC-05 DDEP07-01
DDOPEN2016 02
Spear DDHC-TOA-8
Trident DDEP07-01
Warhammer OotA 82 OotA 127 TYP 171 TYP 197
Yklwa ToA 25 ToA 148
Ammuntion, +2 Weapon Rare any ammuntion DMG 150 C23-27
Berserker Axe Weapon Rare yes any axe DMG 155 G22 UCON-01 (Flail) TYP 227
HotDQ p. 53 DDAL4-11 DDAL05-17 GARY-01 (x2) TYP 149
Dagger of Venom Weapon Rare dagger DMG 161 G38
DDOPEN2016
PotA 126 DDEP5-1
Dragon Slayer Weapon Rare any sword DMG 166 G40 TYP 208
(shortsword) (Greatsword)
Dragontooth Dagger Weapon Rare RoT p.93 - RoT p. 47
OotA 142 SKT 173 TYP 179
DDOPEN2016 CCC-YLRA01-02
(Longsword) (Greatsword) (Shortsword)
Flame Tongue Weapon Rare yes any sword DMG 170 G42
ToA 121 DDHC-TOA-7 DDHC-TOA-10 CCC-BMG-20 DDAL00-02D
(Longsword) (Scimitar) (Any Sword) (Longsword) (Longsword)
SKT 62
DDEP5-2
Giant Slayer Weapon Rare any axe or sword DMG 172 G44 (Greatsword or DDOPEN2016
(Greatsword)
Greataxe)
Mace of Disruption Weapon Rare yes mace DMG 179 G58 CIC-03
Mace of Smiting Weapon Rare mace DMG 179 G59 DDAL07-06
Mace of Terror Weapon Rare yes mace DMG 180 G60 CoS 57 DDEP06-01 ToA 139
Nettle (Sentient Hand Crossbow +2) Weapon Rare yes non lawful DDEP4 - DDEP4
Saint Markovia's Thighbone Weapon Rare yes mace CoS 222 - CoS 86
Sun Blade Weapon Rare yes longsword DMG 205 G87
PDXAGE-01-01
Sword of Life Stealing Weapon Rare yes any sword DMG 206 G88
(Rapier)
Sword of Wounding Weapon Rare yes any sword DMG 207 G89 DDEX2-15 PAXW2016
any wooden
Tree Spirit Weapon Weapon Rare yes bludgeoning or DDHC-TOA-8 - DDHC-TOA-8
piercing
Vicious Weapon Weapon Rare DMG 209 G91 HULB1-1 (Mace)
PotA
Weapon, +2 Weapon Rare DMG 213 G01-11 TYP (AL FAQ) DDOPEN2016
Addendum
Dagger TYP 186 CCC-GHC-06
Greataxe DDEP3 TYP 199
Greatsword CoS 138 CCC-GHC-08
Halberd OotA Amendment
Mace TYP 201
Longbow CCC-GHC-09 DDEP5-2
Longsword OotA 164
Shortsword OotA 91 TYP 209
Spear TYP 179
Whip TYP 209
Ammuntion, +3 Weapon Very Rare any ammuntion DMG 150 D58-62
RoT-61
Arrow of Slaying Weapon Very Rare arrow DMG 152 E94-98 RoT-34 (Dragon)
(Dragon)
CCC-LINKS-02
Dancing Sword Weapon Very Rare yes any sword DMG 161 H66
(Rapier)
Dwarven Thrower Weapon Very Rare yes warhammer, dwarf DMG 167 H70 PotA 119 DDEP4 (Skyfist)
PHLAN1-3 TYP 183 DDEP5-2 DDAL07-09
Frost Brand Weapon Very Rare yes any sword DMG 171 H73 DDOPEN2016
(Greatsword) (Greatsword) (Scimitar) (Rapier)
Nine Lives Stealer Weapon Very Rare yes any sword DMG 183 H90 DDAL07-11
Oathbow Weapon Very Rare yes longbow DMG 183 H91 DDEX3-7 [398] SKT 86
Scimitar of Speed Weapon Very Rare yes scimitar DMG 199 H35-36 OotA 202
Spear of Backbiting Weapon Very Rare yes spear/javelin TYP 229 - TYP 227
Sword of Sharpness Weapon Very Rare yes any sword that deals DMG
slashing
206damage H49-50
DDAL05-18
Weapon, +3 Weapon Very Rare DMG 213 I1-10
(Player's Choice)
Battleaxe DDAL05-09
Greatsword DDEX3-04
Scimitar DDEP06-02 DDHC-TOA-10
Dawnbringer Weapon Legendary yes non-evil alignment OotA 222 - OotA 38
Defender Weapon Legendary yes any sword DMG 164 I01-05 TYP 227
Drown (trident) Weapon Legendary yes PotA 224 - PotA 94 PotA 122 PotA 134
Gurt's Greataxe Weapon Legendary yes SKT 234 - SKT 120
Hammer of Thunderbolts Weapon Legendary maul DMG 173 I06-10
Hazirawn (Greatsword) Weapon Legendary optional HotDQ 94 - HotDQ p. 79
Holy Avenger Weapon Legendary yes any sword, paladin DMG 174 I21-23 ToA 218
Ironfang (War pick) Weapon Legendary yes PotA 224 - PotA 102 PotA 122 PotA 140
Luck Blade Weapon Legendary yes any sword DMG 179 I11-15 CoS 91
Orcsplitter (Greataxe) Weapon Legendary yes PotA 224 - PotA 187
Spare (longsword) Weapon Legendary yes DDHC-TOA-13 - DDHC-TOA-13
Sun Sword (Curse of Strahd) Weapon Legendary yes CoS 223 - CoS 11
Sword of Answering Weapon Legendary yes longsword, by alignment
DMG 206 I16-20
Tinderstrike (dagger) Weapon Legendary yes PotA 225 - PotA 110 PotA 122 PotA 146
Vorpal Sword Weapon Legendary yes any sword that deals DMG
slashing
209damage I39-41
Waythe Weapon Legendary yes TYP 229 - TYP 170
Windvane (spear) Weapon Legendary yes PotA 225 - PotA 84 PotA 122 PotA 127
Berserker Axe (+2 w/ additional spellcasting) Weapon Unique yes TYP 69 - TYP 69
Gulthias Battleaxe Weapon Unique CoS 198 - CoS 198
Longsword with a dragon-shaped hilt Weapon Unique ToA 173 - ToA 173
Sentient Shortsword +1 Weapon Unique yes CoS 80 - CoS 80
Whisper Weapon Unique yes DDHC-TOA-8 - DDHC-TOA-8
Candle of the Deep Wondrous Item Common XGE 136 - DDAL00-04
Alchemy Jug Wondrous Item Uncommon DMG 150 B84 PotA 133 DDEX3-8 CoS 68 ToA 46
Amulet of Proof Against Detection and Location Wondrous Item Uncommon yes DMG 150 F22-23 SKT 124
OotA
HotDQ p. 84 PotA 171 OotA 91
Bag of Holding Wondrous Item Uncommon DMG 153 A99, B65-67 Amendment
SKT 35 SKT 216 TYP 222
Bag of Tricks Wondrous Item Uncommon DMG 154 F69-71 CoS 101 SKT 54 DDOPEN2016
Balance of Harmony Wondrous Item Uncommon TYP 228 - TYP 87
Boots of Elvenkind Wondrous Item Uncommon DMG 155 F24-25 DDAL4-06 TYP 195 TYP 201
Boots of Striding and Springing Wondrous Item Uncommon yes DMG 156 F26-27 LMoP 44 TYP 105
Boots of the Winterlands Wondrous Item Uncommon yes DMG 156 F72 CIC-01 CCC-BMG-19
Bracers of Archery Wondrous Item Uncommon yes DMG 156 F28-29 DDAL05-02 DDEP2 ToA 155
Brooch of Shielding Wondrous Item Uncommon yes DMG 156 F30-31 DDAL05-03 DDEX2-5
Broom of Flying Wondrous Item Uncommon DMG 156 F32-33
Cap of Water Breathing Wondrous Item Uncommon DMG 157 B85 GARY-03
Circlet of Blasting Wondrous Item Uncommon DMG 158 F73 DDAL-VOLO ToA 88
OotA 149 OotA 164
DDEX1-8 TYP 195
(Piwafwi) (Piwafwi)
Cloak of Elvenkind Wondrous Item Uncommon yes DMG 158 F34-35
Faction Reward
TYP 201 DDHC-TOA-8
(Harpers)
DDEP2 CoS 219 SKT 44 DDAL06-01
Cloak of Protection Wondrous Item Uncommon yes DMG 159 F36-37 Faction Reward
DDAL00-02A
(Order)
Faction Reward
Cloak of the Manta Ray Wondrous Item Uncommon DMG 159 B86 GARY-03
(Emerald)
Decanter of Endless Water Wondrous Item Uncommon DMG 161 C93 SKT 208
Deck of Illusions Wondrous Item Uncommon DMG 161 F74 CoS 87
Driftglobe Wondrous Item Uncommon DMG 166 A100, B87 RoT-67 PotA 143 DDHC-TOA-2 DDHC-TOA-6
Dust of Disappearance Wondrous Item Uncommon DMG 166 B74-75
Dust of Dryness Wondrous Item Uncommon DMG 166 B76-77
Dust of Sneezing and Choking Wondrous Item Uncommon DMG 166 B78-79
DDHC-TOA-5
Elemental Gem Wondrous Item Uncommon DMG 167 B80-81 RoT-67
(p. 8)
Eversmoking Bottle Wondrous Item Uncommon DMG 168 F75 DDEP07-01
Eyes of Charming Wondrous Item Uncommon yes DMG 168 F76 DDAL4-04 DDOPEN2016
Eyes of Minute Seeing Wondrous Item Uncommon DMG 168 C94 DDEX3-12
Eyes of the Eagle Wondrous Item Uncommon yes DMG 168 F77
Figurine of Wondrous Power, Silver Raven Wondrous Item Uncommon DMG 170 F78 PotA 171 DDOPEN2016
CCC-ODFC01-
Gauntlets of Ogre Power Wondrous Item Uncommon yes DMG 171 F38-39 LMoP 49 OotA 82 TYP 197
DDAL05-12 01
CCC-KUMORI-
Gem of Brightness Wondrous Item Uncommon DMG 171 F79 OotA 174 DDOPEN2016 DDHC-TOA-4
01
Gloves of Missile Snaring Wondrous Item Uncommon yes DMG 172 F80 TYP 72
Gloves of Swimming and Climbing Wondrous Item Uncommon yes DMG 172 F81
Gloves of Thievery Wondrous Item Uncommon DMG 172 F82 CORE2-2 HILL1-1 DDOPEN2016
DDEX1-4 OotA 129 GARY-03 TYP 103 DDHC-TOA-6
Goggles of Night Wondrous Item Uncommon DMG 172 B88
DDAL07-04
DDAL4-03
Hat of Disguise Wondrous Item Uncommon yes DMG 173 F40-41 OotA 149 TYP 81
(Wolfskin Cap)
Headband of Intellect Wondrous Item Uncommon yes DMG 173 F83 DDEX1-6 DDAL05-16 DDEP07-02
Helm of Comprehending Languages Wondrous Item Uncommon DMG 173 B89 DDOPEN2016
Helm of Telepathy Wondrous Item Uncommon yes DMG 174 F84 ToA 106
Insignia of Claws Wondrous Item Uncommon HotDQ p. 94 - HotDQ p. 80
Instrument of the Bards, Doss Lute Wondrous Item Uncommon yes bard DMG 176 F85 CoS 66
Instrument of the Bards, Fochlucan Bandore Wondrous Item Uncommon yes bard DMG 176 F86
Instrument of the Bards, Mac-Fuirmidh Cittern Wondrous Item Uncommon yes bard DMG 176 F87 CCC-THENT01-03
Keoghtom's Ointment Wondrous Item Uncommon DMG 179 B68-70 DDEX1-7 OotA Chap 4 ToA 197 DDHC-TOA-13
Lantern of Revealing Wondrous Item Uncommon DMG 179 B91 OotA Amendment HULB1-2
Mask of the Beast Wondrous Item Uncommon ToA 207 - ToA 54
Medallion of Thoughts Wondrous Item Uncommon yes DMG 181 F88 DDEX2-16 DDHC-TOA-2
Necklace of Adaptation Wondrous Item Uncommon yes DMG 182 F89 OotA 177
Nightcaller Wondrous Item Uncommon TYP 228 - TYP 20
PotA 139 DDEP3 SKT 202 TYP 189 DDOPEN2016
Pearl of Power Wondrous Item Uncommon yes spellcaster DMG 184 F44-45 CCC-
CCC-DDSC-01 ToA 143 DDAL07-05
THENT01-01
Periapt of Health Wondrous Item Uncommon DMG 184 C99
CCC-
Periapt of Wound Closure Wondrous Item Uncommon yes DMG 184 F90 GHC-03 TYP 87 CCC-BLD-1-1 DDEP5-2
THENT01-02
Pipes of Haunting Wondrous Item Uncommon DMG 185 F91 CoS 163
Pipes of the Sewers Wondrous Item Uncommon yes DMG 185 F92 DDEX3-6 TYP 202
Quiver of Ehlonna Wondrous Item Uncommon DMG 189 F97 SALT01-03 DDHC-TOA-13
Robe of Serpants Wondrous Item Uncommon yes SKT 236 - SKT 216
CCC-KUMORI-
Robe of Useful Items Wondrous Item Uncommon DMG 195 B96 CoS 184 SKT 82 DDOPEN2016
02
Rope of Climbing Wondrous Item Uncommon DMG 197 B97
Saddle of the Cavalier Wondrous Item Uncommon DMG 199 B98
ToA 35, 58, 67,
Sending Stones Wondrous Item Uncommon DMG 199 C00 HILL1-3 DDOPEN2016 CCC-CIC-04
122
Slippers of Spider Climbing Wondrous Item Uncommon yes DMG 200 F48-49 CCC-SRCC01-01
Stone of Good Luck Wondrous Item Uncommon yes DMG 205 F98 PotA 106 CoS 163 TYP 103 DDEP4 DDAL00-02B
Stone of Ill Luck Wondrous Item Uncommon yes TYP 229 - TYP 82
Magic Item Type Rarity Attunement Restrictions Description Magic Item Table AL Locations
Wind Fan Wondrous Item Uncommon DMG 213 F99 DDAL4-05
Winged Boots Wondrous Item Uncommon yes DMG 214 F00 DDEX2-10 CCC-BLD-1-2
Amulet of Health Wondrous Item Rare yes DMG 150 G17 DDEP1 PotA p. 67 ToA 142
Amulet of Protection from Turning Wondrous Item Rare yes TYP 228 - TYP 74 (x2)
Bag of Beans Wondrous Item Rare DMG 152 C88-89
Banner of the Krig Rune Wondrous Item Rare yes SKT 233 - SKT 196
Bead of Force Wondrous Item Rare DMG 154 C90-91 ToA 157 (1)
Belt of Dwarvenkind Wondrous Item Rare yes DMG 155 G20 DDEX2-4
Belt of Hill Giant Strength Wondrous Item Rare yes DMG 155 G21 RoT-52 CCC-LINKS-01
Boots of Levitation Wondrous Item Rare yes DMG 155 G23
Boots of Speed Wondrous Item Rare yes DMG 155 G24 OotA 231 DDAL06-02
Bowl of Commanding Water Elementals Wondrous Item Rare DMG 156 G25 CCC-YLRA01-03 ToA 57
HotDQ p. 86 DDAL4-14 SKT 57 SKT 193
Bracers of Defense Wondrous Item Rare yes DMG 156 G26 ELM1-2 TYP 69 TYP (AL-FAQ) TYP 159
TYP 222 ToA 230 DDAL00-02C
Brazier of Commanding Fire Elementals Wondrous Item Rare DMG 156 G27 TYP 208
Faction Reward
Cape of the Mountebank Wondrous Item Rare DMG 157 G28 DDAL4-07 ToA 67
(LA)
Censer of Controlling Air Elementals Wondrous Item Rare DMG 158 G29
Chime of Opening Wondrous Item Rare DMG 158 C92 OotA Amendment
Claw of the Wyrm Rune Wondrous Item Rare yes SKT 233 - SKT 225
Claws of the Umber Hulk Wondrous Item Rare yes PotA 222 - PotA 100
Cloak of Displacement Wondrous Item Rare yes DMG 158 G34 DDAL05-05 SFBAY02-01
Cloak of the Bat Wondrous Item Rare yes DMG 159 G35 DDEP07-01
Cube of Force Wondrous Item Rare yes DMG 159 G36 DDEP06-02
Daern's Instant Fortress Wondrous Item Rare DMG 160 G37 OotA 180 CoS 68
Darklisg Necklace Wondrous Item Rare yes DDHC-TOA-8 - DDHC-TOA-8
Dimensional Shackles Wondrous Item Rare DMG 165 G39 DDAL4-12
Eagle Whistle Wondrous Item Rare TYP 228 - TYP 79
Figurine of Wondrous Power, Bronze Griffon Wondrous Item Rare DMG 169 G12-14(1) DDHC-TOA-9
Figurine of Wondrous Power, Ebony Fly Wondrous Item Rare DMG 169 G12-14(2)
Figurine of Wondrous Power, Golden Lions Wondrous Item Rare DMG 169 G12-14(3) SKT 62
Figurine of Wondrous Power, Ivory Goats Wondrous Item Rare DMG 169 G12-14(4) ELM1-1
Figurine of Wondrous Power, Marble Elephant Wondrous Item Rare DMG 170 G12-14(5)
Figurine of Wondrous Power, Onyx Dog Wondrous Item Rare DMG 170 G12-14(6-7) CIC-02
Figurine of Wondrous Power, Serpentine Owl Wondrous Item Rare DMG 170 G12-14(8) DDEX2-9 SKT 196
Folding Boat Wondrous Item Rare DMG 170 C95 ToA 78
Gem of Seeing Wondrous Item Rare yes DMG 172 G43 OotA 177 TYP 194 TYP 217
Ghost Lantern Wondrous Item Rare yes ToA 206 - ToA 145
Hell Hound Cloak Wondrous Item Rare yes TYP 228 - TYP 198
Helm of Teleportation Wondrous Item Rare yes DMG 174 G46
Heward's Handy Haversack Wondrous Item Rare DMG 174 C96 OotA 135 SKT 54 DDHC-TOA-13
Horn of Blasting Wondrous Item Rare DMG 174 G47 DDEX1-11 ToA 197
Horn of Valhalla, Brass Wondrous Item Rare DMG 175 G48
Horn of Valhalla, Silver Wondrous Item Rare DMG 175 G48
Horseshoes of Speed Wondrous Item Rare DMG 175 C97
Instrument of the Bards, Canaith Mandolin Wondrous Item Rare yes bard DMG 176 G49 DDEX3-9 ToA 160
Instrument of the Bards, Cli Lyre Wondrous Item Rare yes bard DMG 176 G50 DDOPEN2016
Ioun Stone, Awareness Wondrous Item Rare yes DMG 176 G51
DDEX1-10,
Ioun Stone, Protection Wondrous Item Rare yes DMG 176 G52
DDEP06-02
Ioun Stone, Reserve Wondrous Item Rare yes DMG 176 G53 CCC-YLRA01-01
Ioun Stone, Sustenance Wondrous Item Rare yes DMG 176 G54
Iron Bands of Bilarro Wondrous Item Rare DMG 177 G55
Loadstone Wondrous Item Rare TYP 228 - 122
Mantle of Spell Resistance Wondrous Item Rare yes DMG 180 G61 DDEX1-13 DDEP07-02
Mirror of the Past Wondrous Item Rare TYP 228 - TYP 87
Necklace of Fireballs Wondrous Item Rare DMG 182 C98 OotA 38 GARY-03 TYP 186 DDOPEN2016 ToA 165
Necklace of Prayer Beads Wondrous Item Rare yes cleric, druid, or paladin
DMG 182 G62 DDEP2 PotA 125 TYP (AL-FAQ) DDHC-TOA-8
Orb of the Stein Rune Wondrous Item Rare yes SKT 235 - SKT 153 DDAL05-14
Opal of the Ild Rune Wondrous Item Rare yes SKT 235 - DDAL05-11 SKT 129 DDAL05-14
Periapt of Proof Against Poison Wondrous Item Rare DMG 184 G63 DDOPEN2016
Portable Hole Wondrous Item Rare DMG 185 D00 DDOPEN2016
DDHC-TOA-2
Quaal's Feather Token Wondrous Item Rare DMG 188 C83-84 OotA Amendment TYP 19
(Anchor)
Robe of Eyes Wondrous Item Rare yes DMG 193 G73 DDEX1-14 OotA 177
Robe of Summer Wondrous Item Rare yes TYP 229 - TYP 160
Rope of Entanglement Wondrous Item Rare DMG 197 G76 CCC-ODFC01-02 DDAL07-07
CCC-SFBAY-
Stone of Controlling Earth Elementals Wondrous Item Rare DMG 205 G86 OotA 115
04-02
Stonespeaker Crystal Wondrous Item Rare yes OotA 223 - OotA 65
Wings of Flying Wondrous Item Rare yes DMG 214 G00 DDEP2
Witchweed Wondrous Item Rare DDHC-TOA-7 - DDHC-TOA-7
Amulet of the Black Skull Wondrous Item Very Rare yes ToA 206 - ToA 145
Amulet of the Planes Wondrous Item Very Rare yes DMG 150 H11-12 DDEP06-03
Bag of Devouring Wondrous Item Very Rare DMG 153 D99
Belt of Fire Giant Strength Wondrous Item Very Rare yes DMG 155 H58 DDEP3
Belt of Frost Giant Strength Wondrous Item Very Rare yes DMG 155 H59
Belt of Stone Giant Strength Wondrous Item Very Rare yes DMG 155 H59
Bracelet of Rock Magic Wondrous Item Very Rare yes TYP 228 - TYP 73
Candle of Invocation Wondrous Item Very Rare yes DMG 157 H62 DDEP06-03
Carpet of Flying Wondrous Item Very Rare DMG 157 H13-14
Cloak of Arachnida Wondrous Item Very Rare yes DMG 158 H65 OotA Amendment DDHC-TOA-10
SKT 140 SKT 152 SKT 182 SKT 159 SKT 200
Conch of Teleportation Wondrous Item Very Rare yes SKT 234 -
SKT 202
Crystal Ball Wondrous Item Very Rare yes DMG 159 H15-16 SKT 202
Efreeti Bottle Wondrous Item Very Rare DMG 167 H71
Figurine of Wondrous Power, Obsidian Steed Wondrous Item Very Rare DMG 170 H72
Helm of Brilliance Wondrous Item Very Rare yes DMG 173 H74 CoS 68 DDAL07-14
Horn of Valhalla, Bronze Wondrous Item Very Rare DMG 175 H75 DDAL05-18 TYP 189
Horseshoes of a Zephyr Wondrous Item Very Rare DMG 175 D93-95
Ingot of the Skold Rune Wondrous Item Very Rare yes SKT 234 - SKT 183
Instrument of the Bards, Anstruth Harp Wondrous Item Very Rare yes bard DMG 176 H76 SKT 196 DDAL05-18
Ioun Stone, Absorption Wondrous Item Very Rare yes DMG 176 H77
Ioun Stone, Agility Wondrous Item Very Rare yes DMG 176 H78
Ioun Stone, Fortitude Wondrous Item Very Rare yes DMG 176 H79 DDEP06-02
Ioun Stone, Insight Wondrous Item Very Rare yes DMG 176 H80 DDEP3
Ioun Stone, Intellect Wondrous Item Very Rare yes DMG 176 H81
Ioun Stone, Leadership Wondrous Item Very Rare yes DMG 176 H82 DDHC-TOA-10
Ioun Stone, Strength Wondrous Item Very Rare yes DMG 176 H83
Manual of Bodily Health Wondrous Item Very Rare DMG 180 H85 CoS 63 CCC-QCC-2017
Manual of Gainful Exercise Wondrous Item Very Rare DMG 180 H86
Manual of Golems Wondrous Item Very Rare DMG 180 H87 PotA Addendum ToA 146 (Clay)
Manual of Quickness of Action Wondrous Item Very Rare DMG 181 H88
Mirror of Life Trapping Wondrous Item Very Rare DMG 181 H89 ToA 163
Navigation Orb Wondrous Item Very Rare yes SKT 235 - SKT 34 SKT 199
Nolzur's Marvelous Pigments Wondrous Item Very Rare DMG 183 D96-98 TYP 189 ToA 88 DDHC-TOA-9
Pennant of the Vind Rune Wondrous Item Very Rare yes SKT 235 - SKT 166 DDAL05-15
Robe of Scintillating Colors Wondrous Item Very Rare yes DMG 194 H23-24 DDAL05-18 CCC-TRI-01 ToA 167
Robe of Stars Wondrous Item Very Rare yes DMG 194 H25-26 DDEX3-16 DDAL05-18
Shard of the Ise Rune Wondrous Item Very Rare yes SKT 236 - SKT 128
Tome of Clear Thought Wondrous Item Very Rare DMG 208 H98 TYP 209 DDEP07-02
Tome of Leadership and Influence Wondrous Item Very Rare DMG 208 H99 CCC-ROZK01-2 DDEP07-02
Tome of Understanding Wondrous Item Very Rare DMG 209 H00 CoS 187 PHLAN1-2 DDAL05-19
Apparatus of Kwalish Wondrous Item Legendary DMG 151 I77 SKT 210
Belt of Cloud Giant Strength Wondrous Item Legendary yes DMG 155 I42-44
Belt of Storm Giant Strength Wondrous Item Legendary yes DMG 155 I79 DDAL06-03
Cloak of Invisibility Wondrous Item Legendary yes DMG 158 I50-51 DDEP06-03
Crystal Ball of Mind Reading Wondrous Item Legendary yes DMG 159 I52-53
Crystal Ball of Telepathy Wondrous Item Legendary yes DMG 159 I52-53
Crystal Ball of True Seeing Wondrous Item Legendary yes DMG 159 I52-53
Cubic Gate Wondrous Item Legendary DMG 160 I80
Deck of Many Things Wondrous Item Legendary DMG 162 I81
HotDQ80
Dragon Masks Wondrous Item Legendary yes RoT Supplement - DDEP1 (Green)
(Black)
Holy Symbol of Ravenkind Wondrous Item Legendary yes CoS 222 - CoS 11
Horn of Valhalla, Iron Wondrous Item Legendary DMG 175 I84
Icon of Ravenloft Wondrous Item Legendary yes CoS 222 - CoS 57
Instrument of the Bards, Ollamh Harp Wondrous Item Legendary yes bard DMG 176 I85
Ioun Stone, Greater Absorption Wondrous Item Legendary yes DMG 176 I86
Ioun Stone, Mastery Wondrous Item Legendary yes DMG 176 I87
Ioun Stone, Regeneration Wondrous Item Legendary yes DMG 176 I88 DDEX3-4
Iron Flask Wondrous Item Legendary DMG 178 I56-57 SKT 86 SKT 186
Korolnor Scepter Wondrous Item Legendary yes SKT 234 - SKT 210 SKT 230
Lost Crown of Besilmer Wondrous Item Legendary yes PotA 223 - PotA 138
DDAL00-03 (gray,
Robe of the Archmagi Wondrous Item Legendary yes sorcerer, warlock, or DMG
wizard194 I62-63
tier 4)
Scarab of Protection Wondrous Item Legendary yes DMG 199 I68-69
Sovereign Glue Wondrous Item Legendary DMG 200 E99-00
Spell Gem (Star Ruby) Wondrous Item Legendary yes OotA 223 - OotA 109
Sphere of Annihilation Wondrous Item Legendary DMG 201 I96 ToA 184 DDHC-TOA-7
Talisman of Pure Good Wondrous Item Legendary yes good alignment DMG 207 I97
Talisman of Ultimate Evil Wondrous Item Legendary yes evil alignment DMG 207 I99
Talisman of the Sphere Wondrous Item Legendary yes DMG 207 I98 ToA 184
Tome of the Stilled Tongue Wondrous Item Legendary yes wizard DMG 208 I00 TYP 133 DDAL00-02F
Universal Solvent Wondrous Item Legendary DMG 209 E86-93
Well of Many Worlds Wondrous Item Legendary DMG 213 I74-75
Bullseye Lantern Skull Wondrous Item Unique DDHC-TOA-8 - DDHC-TOA-8 pg 22
Conch Shell of Leomund's Tiny Hut Wondrous Item Unique DDHC-TOA-2 - DDHC-TOA-2 pg 17
Draakhorn Wondrous Item Unique RoT-93 - RoT-82
Ewer "of Wine Turning" Wondrous Item Unique CoS 188 - CoS 188
Mask of the Dragon Queen Wondrous Item Unique yes RoT-94 - RoT-86
Unique (Very
Shield Guardian Control Amulet Wondrous Item yes MM 271 - PotA 187 OotA 127 CoS 186 ToA 90
Rare, if certed)
Slaad Control Gem Wondrous Item Unique MM 274 - ToA 146 (Gray)
Statuette of Saint Markovia Wondrous Item Unique CoS 152 - CoS 152
Wooden Gecko Earings Wondrous Item Unique DDHC-TOA-8 - DDHC-TOA-8 pg 22
Wyrmskull Throne Wondrous Item Artifact SKT 237 - SKT 210
Magic Item Type Rarity Attunement Restrictions Description Magic Item Table AL Locations
Magic Item Type Rarity Attunement Restrictions Description Magic Item Table AL Locations
Magic Item Type Rarity Attunement Restrictions Description Magic Item Table AL Locations
Magic Item Type Rarity Attunement Restrictions Description Magic Item Table AL Locations
[1] Doesn't include 5000 gp worth of Netherese trinkets that are available per character.

[2] Doesn't include 7500 gp worth of Netherese trinkets that are available per character.

[3] Doesn't include game tokens earned, worth 1 gp. Might earn 5 or more tokens per character.

[4] One entry in the adventure says Light or Medium Armor, and one says Any Armor.

[5] Four masks 1000


Helmed horror's gem 200
Books 600
Olthanas's valuables 1000

[6] This sheet lists all possible awards. A single party was highly unlikely to get all of them.

[7] three gold teeth (1gp each)


15 sp
reward of 50g
600 cp, 110 sp,
jade statuette of a frog with tiny golden orbs for eyes (40 gp).
50gp reward for Escorting Sildar

[8] 10gp per player


100 gp to eliminate the Redbrand leader,
200 gp for eliminating the Redbrand threat.
100 gp for eleminating Wyvens
500 gp reward for clearing Cragmaw castle

[9] Reward for completing "Conyberry and Agatha's Lair"

[10] 50 gp
16 sp and 7 gp
12sp and 5 gp;
15 ep
two garnets (10gp each)
platinum signet
ring (50 gp).
thirty beaver pelts (2 gp each).
160 sp, 120 gp, five
malachite gems (15 gp each),
33 sp
black eye patch set with semiprecious stones (50 gp).
75 cp, 55 sp, 22 ep, 15 gp
a gold earring set with a tiny ruby (30 gp).
rare ingedients (25 gp each)
180 sp, 130 gp,
five carnelians (10 gp each),
two peridots (15 gp each)
one pearl (100 gp).

[11] RARE
This slender, hollow staff is made of glass yet is as strong
as oak. It weighs 3 pounds. You must be attuned to the
staff to gain its benefits and cast its spells.
While holding the staff, you have a +1 bonus to
your Armor Class.
The staff has 10 charges, which are used to fuel the
spells within it. With the staff in hand, you can use your
action to cast one of the following spells from the staff if
[11] RARE
This slender, hollow staff is made of glass yet is as strong
as oak. It weighs 3 pounds. You must be attuned to the
staff to gain its benefits and cast its spells.
While holding the staff, you have a +1 bonus to
your Armor Class.
The staff has 10 charges, which are used to fuel the
spells within it. With the staff in hand, you can use your
action to cast one of the following spells from the staff if
the spell is on your class's spell list: mage armor (1 charge)
or shield (2 charges). No components are required.
The staff regains 1d6 + 4 expended charges each day at
dawn. If you expend the staff's last charge, roll a d20. On a
1, the staff shatters and is destroyed.

[12] 35 sp, 20 ep, 20 gp, 5 pp, one pearl (100 gp),

[13] 700 cp, 160 sp, and 90 gp.


23 gp and 35 sp.
800 sp, 150 gp,
four goblets (60 gp each)
gold necklace (200 gp)
3 diamonds (100 gp each).
1,100 cp, 160sp, 50 ep,
three diamonds (100 gp each), wooden pipe adorned with platinum filigree (150 gp).

[14] Hew is a +1
battleaxe that deals maximum damage when the wielder
hits a plant creature or an object made of wood. The axe's
creator was a dwarf smith who feuded with the dryads of
a forest where he cut firewood. Whoever carries the axe
feels uneasy whenever he or she travels through a forest.

[15] 750 cp, 180 sp, 62 ep, 30 gp, and


three vials of perfume (10 gp each).

[16] stylized quarterstaff (10gp)


gold statuette of a sun elf (100 gp)
chalice, knife, and censer worth 150 gp, 60 gp, and 120 gp
chest with 90 ep, 120 gp,
chest with 220 sp, 160 ep

[17] 600 cp, 180 sp, 90 ep, and 60 gp


two platinum rings (75 gp each).
15 cp, 13 ep,
190 ep, 130 gp, 15 pp,
nine small gemstones (10 gp each), and a dwarven ale mug
made of hammered electrum (100 gp).

[18] UNCOMMON
Lightbringer. This +1 mace was made for a cleric of
Lathander, the god of dawn. The head of the mace is
shaped like a sunburst and made of solid brass. Named
Lightbringer, this weapon glows as bright as a torch when
its wielder commands. While glowing, the mace deals an
extra Id6 radiant damage to undead creatures.

[19] UNCOMMON
This +1 breastplate has a gold dragon motif worked into its design. Created for a human hero of
Neverwinter named Tergon, it grants its wearer advantage
on saving throws against the breath weapons of creatures
that have the dragon type.
[19] UNCOMMON
This +1 breastplate has a gold dragon motif worked into its design. Created for a human hero of
Neverwinter named Tergon, it grants its wearer advantage
on saving throws against the breath weapons of creatures
that have the dragon type.

[20] RARE
The top of this black, adamantine staff is shaped like a
spider. The staff weighs 6 pounds. You must be attuned to
the staff to gain its benefits and cast its spells.
The staff can be wielded as a quarterstaff. It deals
Id6 extra poison damage on a hit when used to make a
weapon attack.
The staff has 10 charges, which are used to fuel the
spells within it. With the staff in hand, you can use your
action to cast one of the following spells from the staff if
the spell is on your class's spell list: spider climb (1 charge)
or web (2 charges, spell save DC 15). No components
are required.
The staff regains Id6 + 4 expended charges each day at
dusk. If you expend the staff's last charge, roll a d20. On a
1, the staff crumbles to dust and is destroyed.

[21] 5 1-2 hour missions. Rewards shown are for each

[22] Payment from Rillo 50


Magnifying glass from Rillo 50
Payment from Yllivia 50

[23] Pouch of platinum 50


Silver holy symbol of Tyr 50
Moonsea Cults 20
Gold in hidden compartment in bunk 20
Igan’s coinpurse 35
Coins in pool at jade idol’s feet 50
Chunk of jade idol (per character) 50 or 100
Grim’s looted treasure 100
Grim’s splint armor 100

[24] (DMG 211):This wand has 3 charges. While holding it, you can
expend 1 charge as an action to cast the detect magic spell from it. The wand regains ld3 expended
charges daily at dawn.

[25] Moonsea Cults


Thailoss of Tyr wrote a book on various cults in the Moonsea region. The book can be sold for 20 gp, or a
character can keep it. If a character keeps the book, and is able to reference it, the character gains
advantage on Intelligence checks regarding cults of the Moonsea region.

Splint Armor
If characters defeat Grim, they may claim his splint
armor. One character may keep it, or the party may sell it for 100 gp.

[26] Old trade bars on infernal altar 200


Ixas’ plunder (500 sp, 500 ep) 55
Turmish religious idols (2) 100 each
Dracolich statue 150

[27] (DMG 191):Requires Attunement:


This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity
saving
throw while wearing it, you can use your reaction
to expend 1 of its charges to succeed on that saving
throw instead.
[27] (DMG 191):Requires Attunement:
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity
saving
throw while wearing it, you can use your reaction
to expend 1 of its charges to succeed on that saving
throw instead.

[28] Payment from Doomguide Glandon 100


Jewelry from area 3 40
Clothing from area 3 60
Trinkets from crematoria 130
Welcomer pouches 20
Sedrair's crown 250
Sedrair's crown (ruined) 50
Sedrair's weights and balance 80
Sedrair's gold dagger 12
Stones from Sedrair's throne 8
Rorreth's lockbox 100
Writing set 75
Thayan's pouch 45
Cultist's pouch 25
Kobolds' pouches 5

[29] (DMG 172):These brass-framed goggles feel cool to the touch when worn. While wearing them, you
have darkvision out to a range of 60 feet. If you already have darkvision, these goggles extend that range
by 60 feet.

[30] Payment from the Lord Sage 50


Retrieving the stolen books 100
Giving the relic to the Lord Sage 150
Selling the relic 300
Kobold pouches 5
Semi-precious stones from pillars 20
Gold found in Living Quarters 10
Spernik's gem 15
Spernik's scimitar 100
Skovac's necklace 50

[31] (DMG 192):Requires Attunement:


You have resistance to Fire damage while wearing this ring. The gem is a Garnet.

[32] Rythnax’s hoard of coins and gems 300


Splint armor 100
Payment from Knight Burral 75
Magnifying glass found in Rynthax's hoard 50
Keeping Agin's secret 50
Rythnax's amulet 50
Treasures in the secret cache 50
Ellison's ruined backpack 35
Aya's reward 25
Marten's reward 25
Payment from Cassra 25
Carrion crawler's treasure 15

[33] (DMG 173):Requires Attunement:


This headband made of bone bears the sigil of the
wizard Denlor, whose tower still stands in the city.

Your Intelligence score is 19 while you wear this


headband. It has no effect on you if your Intelligence is already 19 or higher.
[33] (DMG 173):Requires Attunement:
This headband made of bone bears the sigil of the
wizard Denlor, whose tower still stands in the city.

Your Intelligence score is 19 while you wear this


headband. It has no effect on you if your Intelligence is already 19 or higher.

[34] Coins from the Renons’ farm 12


Necklace from the Renons’ farm 20
Halfling coinpurses 57
Scalecrusher’s hidden treasure 256
Rolk’s reward 100
Romsan’s reward 50

[35] (DMG 179) This glass jar, 3 inches in diameter, contains 3 doses of a thick mixture that smells faintly of
aloe. The jar and its contents weigh 1/2 pound.
As an action, one dose of the ointment can be
swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be
poisoned, and is cured of any disease.

[36] Jeny's chest 250


Displacer beast's lair 300
Hupe's payment 50
Jeny's hairpin 50
Serelis's stash 50
Villagers's payment 50
Halvin's stash 35
Pipyap's satchel 15

[37] (DMG 158):Requires Attunement:


While you wear this cloak with its hood up, Wisdom
(Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth)
checks
made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.

This supple light green cloak embroidered with a


delicate leaf pattern makes the wearer feel comfortable whenever worn, suffering no harm from
temperatures as cold as 0 ̊ F or as warm as 120 ̊ F.

[38] Sahnd Krulek’s tent 125


Jeralla’s wagon 125
Black Fist bounty on Krulek 100
House Cadorna bounty on Krulek 75
House Cadorna bounty on Jeralla 75
Bounty bonus for haggling 50
Kobold treasure (area 4) 50
Orog chieftain’s treasure 50
Kobold treasure (area 6) 25
Bandits’ possessions (area 11) 25
Krulek’s possessions 25
Jeralla’s possessions 25

[39] You gain a +1 bonus to attack and damage rolls when


wielding this weapon.

[40] Ixusaxa’s jewelry 1,000


Surasiel’s backpack 300
Farvnik’s treasure 200
Payment from Knight Burral 200
Veterans’ coin pouches 100
[40] Ixusaxa’s jewelry 1,000
Surasiel’s backpack 300
Farvnik’s treasure 200
Payment from Knight Burral 200
Veterans’ coin pouches 100

[41] (DMG 176):Requires Attunement:


You gain a +1 bonus to AC while this dusty rose prism orbits your head.

An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types
of Ioun stone exist, each type a distinct combination of
shape and color.

When you use an action to toss one of these stones


into the air, the stone orbits your head at a distance of ld3 feet and confers a benefit to you. Thereafter,
another creature must use an action to grasp or net
the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful
DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.

[42] 1st level: detect magic, mage armor, magic missile, shield

2nd level: misty step, suggestion

3rd level: counterspell, fireball, fly

4th level: ice storm, stoneskin

5th level: cone of cold

[43] Harpers characters of rank 2 (Harpshadow) or higher


who complete their special mission earn one additional renown point and should note the completion of a
special mission on their adventure logsheet.

Lords’ Alliance characters of rank 2 (Redknife) or higher who complete their special mission earn one
additional renown point and should note the completion of a
special mission on their adventure logsheet.

[44] Maze Area 1 100


Maze Area 2 200
Maze Area 3 200
Maze Area 4 200
Maze Area 5 200
Maze Area 8 200
Rorreth's gold pouch 200
Yarash's chest 100
Lizardfolk reward/treasure 1,000
Lord Sage's reward 200

[45] (DMG 174):This horn is made of polish brass, and has a script engraved in Gnomish. The script relates
the story of a mighty gnome king and triumphant victory over a large tribe of kobolds.

You can use an action to speak the horn's command


word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet
away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a
creature
rakes 5d6 thunder damage and is deafened for 1 minute.
On a successful save, a creature takes half as much damage and isn't deafened. Creatures and objects
made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of
5d6.
Each use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals
10d6 fire damage to the blower and destroys the horn.
creature
rakes 5d6 thunder damage and is deafened for 1 minute.
On a successful save, a creature takes half as much damage and isn't deafened. Creatures and objects
made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of
5d6.
Each use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals
10d6 fire damage to the blower and destroys the horn.

[46] Dragonborn Mage's Spellbook:


1st level: detect magic, mage armor, magic missile, shield

2nd level: invisibility, mirror image

3rd level: haste, fireball, fly

4th level: Evard's black tentacles, polymorph

5th level: cone of cold, Bigby's hand

Rorreth's Spellbook:
1st level: false life, mage armor, magic missile, shield

2nd level: invisibility, misty step, web

3rd level: animate dead, fireball, remove curse

4th level: ice storm, stoneskin

5th level: cloudkill, hold monster

[47] Zhentarim characters of rank 2 (Wolf) or higher who complete their special mission earn one additional
renown point and should note the completion of a special mission on their adventure logsheet.

[48] Merchant's Guild advance 75


Shambling mound's amulet 200
Gems in troll lair 200
Sack of coins in troll lair 250
Hidden chest in troll lair 50
Sack of coins in kobold lair 200
Jewelry in kobold lair 25
Stolen equipment, gold, & gems 200
Dragon's Hoard 4,000
Reward from the Merchants Guild 700
Hag reward for rescuing Deathwillow 300
Hag reward for killing Velvet 700
Hag treasure (alternate to hag reward) 1,000

[49] This spellbook is bound in black dragon scales and


clasped shut with an ivory toggle.

1st Level: comprehend languages, detect magic, identify

2nd Level: detect thoughts, locate object, see invisibility

3rd Level: clairvoyance, tongues

4th Level: arcane eye

5th Level: legend lore


[50] Zhentarim characters earn one additional renown
point for returning the trade maps found in Velvet's lair.

Lords Alliance characters earn one additional renown


point for discovering the fate of Tevish Malacont and bringing him to Phlan.

Harper characters earn one additional renown point for recovering the Harper codebook and pin from
Velvet's hoard.

Emerald Enclave characters of rank 2 (Summerstrider)


or higher who complete their special mission earn one
additional renown point and should note the
completion of a special mission on their adventure
logsheet.

Order of the Gauntlet characters of rank 2 (Marchon) or


higher who complete their special mission earn one
additional renown point and should note the
completion of a special mission on their adventure
logsheet.

[51] Payment from Glevith 1,000


Opals from the ghost in the ruined tower 400
Orc loot from area 2 100
Treasure from Narle and his worg 285
Amythests from Kranun’s chambers 1,200
Stone giant carvings from Kranun’s chambers 80
Moonsea Cults book 20

[52] (DMG 180):Requires Attunement:


You have advantage on saving throws against spells
while you wear this cloak.

[53] Ixusaxa’s spellbook has the following spells in it that may be scribed into a character’s spellbook, using
the rules in the Player’s Handbook.

1st level: detect magic, mage armor, magic missile, shield

2nd level: misty step, suggestion

3rd level: counterspell, fireball, fly

4th level: ice storm, stoneskin

5th level: cone of cold

[54] Harpers characters earn one additional renown point for bringing back a sample of the Pool of
Radiance.

Order of the Gauntlet characters earn one additional renown point for capturing Ixusaxa and bringing her
back to face justice.

[55] Mission reward advance 700


Tears of Virulence patrol 400
Slaad's emerald 200
Madame Freona rescued 50
Lord Sage rescued 50
Jhessail Greystone rescued 50
[55] Mission reward advance 700
Tears of Virulence patrol 400
Slaad's emerald 200
Madame Freona rescued 50
Lord Sage rescued 50
Jhessail Greystone rescued 50

[56] (DMG 193):Requires Attunement:


This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:
• The robe lets you see in all directions, and you have advantage on Wisdom (Perception) checks that
rely on sight.
• You have darkvision out to a range of 120 feet.
• You can see invisible creatures and objects, as well as see into the Ethereal Plane, out to a range of 120
feet.

The eyes on the robe can't be closed or averted.


Although you can close or avert your own eyes, you are never considered to be doing so while wearing this
robe.

A light spell cast on the robe or a daylight spell cast within 5 feet of the robe causes you to be blinded for 1
minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for light or DC
15 for daylight), ending the blindness on a success.

[57] Cantrips (at will): fire bolt, light, ray of frost, prestidigitation

1st level (4 slots): detect magic, mage armor, magic missile, shield

2nd level (3 slots): mirror image, invisibility

3rd level (3 slots): haste, fireball, fly

4th level (3 slots): ice storm, Evard's black tentacles

5th level (1 slot): cone of cold

[58] Red Vellum Spellbook


The red vellum spellbook contains the following spells:
charm person, mage armor, magic missile, hold person,
and misty step

Drow-Skinned Spellbook
The drow-skinned spellbook contains the following spells:
charm person, mage armor, magic missile, hold person,
misty step, and animate dead.

[59] You gain a +1 bonus to Attack and Damage Rolls made with this Magic Weapon.

You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or
until an Attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution
saving throw or take 2d10 poison damage and become Poisoned for 1 minute. The Dagger can't be used
this way again until the next dawn.

[60] 1st level: fog cloud, magic missile, shield, thunderwave


2nd level: invisibility, misty step, scorching ray
3rd level counterspell, dispel magic, fireball

[61] Spear enchanted with 10 charges of Daylight.


[62] B l a c k D r a g o n M a s k
Wondrous item, legendary, requires attunement
This horned mask of glossy ebony has horns and a skulllike
mien. The mask reshapes to fit a wearer attuned to
it. While you are wearing the mask and attuned to it, you can access the following properties.
Damage Absorption. You have damage resistance to
acid. If you already have damage resistance to acid from another source, you gain immunity to acid
damage. If you already have immunity to acid damage from another
source, you regain hit points equal to half of any acid damage you are dealt.
Draconic Majesty. While you are wearing no armor,
you can add your Charisma bonus to your Armor Class.
Dragon Breath. If you have a breath weapon that
requires rest to recharge, it gains a recharge of 6.
Dragon Sight. You gain darkvision with a radius of 60 feet, or an additional 60 feet of darkvision if you
already
have that sense. Once per day, you can gain blindsight out to a range of 30 feet for 5 minutes.
Dragon Tongue. You can speak and understand Draconic.
You also have advantage on any Charisma check
you make against black dragons.
Legendary Resistance (1/Day). If you fail a saving throw, you can choose to succeed instead.
Water Breathing. You can breathe underwater.

[63] A sentient (neutral evil) greatsword, Hazirawn is capable of speech in Common and Netherese. Even if
you aren’t attuned to the sword, you gain a +1 bonus on attack
rolls and damage rolls made with this weapon. If you aren't attuned to Hazirawn, you deal an extra 1d6
necrotic damage when you hit with the weapon.
Increased Potency. While you are attuned to this
weapon, its bonus on attack rolls and damage rolls increases to +2, and a hit deals an extra 2d6 necrotic
damage (instead of 1d6).
Spells. Hazirawn has 4 charges to cast spells. As long as the sword is attuned to you and you are holding it
in your hand, you can cast detect magic (1 charge), detect evil and good (1 charge), or detect thoughts (2
charges). Each night at midnight, Hazirawn regains 1d4 expended
charges.
Wounding. While you are attuned to the weapon,
any creature that you hit with Hazirawn can’t regain
hit points for 1 minute. The target can make a DC 15 Constitution saving throw at the end of each of its
turns, ending this effect early on a success.

[64] A golden stein decorated with dancing dwarves and grain patterns. Speaking the command word
("Illefarn") while grasping the handle fills the tankard with three pints of rich dwarven ale. This power can be
used up to three times per day.

[65] Wondrous item, uncommon


The jewels in this insignia of the Cult of the Dragon flare
with purple light when you enter combat, empowering your natural fists or natural weapons.
While wearing the insignia, you gain a +1 bonus to the attack rolls and the damage rolls you make with
unarmed strikes and natural weapons. Such attacks are considered to be magical.

[66] Dragontooth Dagger (Rare)


A dagger fashioned from the tooth of a dragon. While the blade is obviously a fang or predator’s tooth, the
handle is leather wrapped around the root of the tooth, and there is no cross-guard.
You gain a +1 bonus to attack rolls and damage rolls you make with this weapon. On a hit with this weapon,
the target takes an extra ld6 acid damage.
Draconic Potency. Against enemies of the Cult of the Dragon, the dagger’s bonus to attack rolls and
damage rolls increases to +2, and the extra acid damage increases to 2d6.
handle is leather wrapped around the root of the tooth, and there is no cross-guard.
You gain a +1 bonus to attack rolls and damage rolls you make with this weapon. On a hit with this weapon,
the target takes an extra ld6 acid damage.
Draconic Potency. Against enemies of the Cult of the Dragon, the dagger’s bonus to attack rolls and
damage rolls increases to +2, and the extra acid damage increases to 2d6.

[67] The silver ewer and four goblets next to the bed are magical. If a character pours from the empty ewer
into an empty goblet, a fuming gas flows beweteen both vessels. A character who "drinks" from a gas-filled
goblet receives advantage on saving throws against poison and resistance to poison damage for 4 hours.
Each of the goblets can be used to produce this effect once per seven days.

[68] The contents of Xonthal's library are as valuable as they are voluminous. The wizard's collection
includes nearly five htousand books, pamphlets, etc with a combined weight of more than a ton. The entire
collection would be worth 50,000 gp if it could be moved.

[69] 5 1-2 hour missions. Rewards shown are for each

[70] Payment from Zora Culkin 150


Looting guards at the hospice 25
Gold chain on guard at the hospice 50
Not killing the City Watch at the hospice 25
Defending the manor 100
Mephits's gems 50
Cultists's cells 5
Hoard of coins in Ravia’s room 95

[71] (DMG 201) (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard) This staff is
fashioned from a piece of pale, white wood,
capped with a falcon made of silver.

While holding this staff, you can use an action to expend


1 of its 10 charges to cast charm person, command, or
comprehend languages from it using your spell save DC.
The staff can also be used as a magic quarterstaff.
If you are holding the staff and fail a saving throw
against an enchantment spell that targets only you, you
can turn your failed save into a successful one. You
can't use this property of the staff again until the next dawn. Ifyou succeed on a save against an
enchantment
spell that targets only you, with or without the staff's
intervention, you can use your reaction to expend 1
charge from the staff and turn the spell back on its
caster as if you had cast the spell.
The staff regains 1d8 + 2 expended charges daily at
dawn. If you expend the last charge, roll a d20. On a 1,
the staff becomes a nonmagical quarterstaff.

[72] Jeweled scimitar 50


Drayson's idol 200
Salvar's first reward 100
Sculpted black iron mace 180
Commander's chest 220
Black pudding's sapphire 200
Privy ring 50
Final reward 1,000

[73] (DMG ) (Requires Attunement) Anyone wielding this weapon of unusual, blue steel feels oddly self-
assured.

This magic weapon warns you of danger. While


the weapon is on your person, you have advantage
on initiative rolls. In addition, you and any of your
companions within 30 feet of you can't be surprised,
except when incapacitated by something other than
[73] (DMG ) (Requires Attunement) Anyone wielding this weapon of unusual, blue steel feels oddly self-
assured.

This magic weapon warns you of danger. While


the weapon is on your person, you have advantage
on initiative rolls. In addition, you and any of your
companions within 30 feet of you can't be surprised,
except when incapacitated by something other than
nonmagical sleep. The weapon magically awakens you
and your companions within range if any of you are
sleeping naturally when combat begins.

[74] Medusa's treasure 200


Boar Pit prize 400
Stable treasure 200
Treasure in the Overseer's office 400
Bruhn's reward 1000

[75] (DMG 155) Requires Attunement: This stout belt is gem-encrusted with a buckle made of polished
stone. It never gets dirty.

While wearing this belt, you gain the following benefits:


Your Constitution score increases by 2, to a
maximum of 20.
You have advantage on Charisma (Persuasion) checks
made to interact with dwarves.
In addition, while attuned to the belt, you have a 50
percent chance each day at dawn of growing a full beard
if you're capable of growing one, or a visibly thicker
beard if you already have one.
If you aren't a dwarf, you gain the following additional
benefits while wearing the belt:
You have advantage on saving throws against poison,
and you have resistance against poison damage.
You have darkvision out to a range of 60 feet.
You can speak, read, and write Dwarvish.

[76] Coatroom trinkets and baubles 10


Urdun's lockbox 25
Stolen liquor bottles 25
Hawks' silver rings 20
Metals and gems from gallery 90
Doril's jewelry 130
Reward from Urdun 150
Reward from Faltyn 100

[77] (DMG 156) Requires Attunement: This brooch is fashioned to look like a paint brush whose
bristles are aflame. A mad cackling quietly emanates from
it every sunset.

While wearing this brooch, you have resistance to force


damage, and you have immunity to damage from the
magic missile spell.

[78] Rolo's pouch 35


Books from Area 5 40
Spices from Area 6 15
Gear and coins from Area 10 25
Coffer from Area 15 250
Garwyl's reward 250
[78] Rolo's pouch 35
Books from Area 5 40
Spices from Area 6 15
Gear and coins from Area 10 25
Coffer from Area 15 250
Garwyl's reward 250

[79] (DMG 191) Requires Attunement: This plain, silver ring is engraved with the holy symbol of
Ilmater, a pair of hands bound cord.

While wearing this ring, you are immune to magic


that allows other creatures to read your thoughts,
determine whether you are lying, know your alignment,
or know your creature type. Creatures can telepathically
communicate with you only if you allow it.
You can use an action to cause the ring to become
invisible until you use another action to make it visible,
until you remove the ring, or until you die.
If you die while wearing the ring, your soul enters it,
unless it already houses a soul. You can remain in the
ring or depart for the afterlife. As long as your soul is
in the ring, you can telepathically communicate with
any creature wearing it. A wearer can't prevent this
telepathic communication.

[80] Bandit personal gold 30


Lockbox within the bandit tent 25
Bag of amethysts 100
The spy's stash 45
Adera's amethyst bracelets 100
Adera's gold pouch 50
Bounty from Holke 150
Bonus for returning with a captive 50

[81] 1st level: charm person, earth tremor*, magic missile, shocking
grasp

2nd level: earthbind*, hold person, invisibility, Snilloc's snowball


swarm*

*Denotes spells found in the free download for Elemental Evil


Player's Companion. They can also be found in Princes of the
Apocalypse.

[82] The ghoul’s helmet 50


The cultists's coins 64
The troglodyte’s treasure 200
Thavish’s torc 250
The kuo-toa’s treasure 750

[83] (DMG 197) (requires attunement by a warlock) This rod is always covered in a thin layer of slippery,
foul—smelling slime, whenever it is drawn or picked up, the creature doing so must succeed on a DC 10
Dexterity saving throw or drop it.

While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock
spells.

In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this
property again until you finish a long rest.
[84] *Add in Grandmaster's Reward 500/per character

Advance payment from Garwyl 500


Frost giant scrimshaw 250
Dead frost giant's purse 250
Argath's room 250
Brother Glavel's stash 250
Cultists supplies 1500 / 750
Final reward from Garwyl 500

[85] (DMG 169) This fine statuette has the appearance of a giant snowy owl when activated.

A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to
speak the command word and throw the figurine to a
point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the
creature would appear is occupied by other creatures or objects, or if there isn't enough space for the
creature, the figurine doesn't become a creature.
The creature is friendly to you and your companions.
It understands your languages and obeys your spoken commands. If you issue no commands, the creature
defends itself but takes no other actions. See the
Monster Manual for the creature's statistics, except for the giant fly.
The creature exists for a duration specific to each
figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it
drops to 0 hit points or if you use an action to speak the command word again while touching it. When the
creature becomes a figurine again, its property can't be used again until a certain amount of time has
passed, as specified in the figurine's description.

Serpentine Owl (Rare). This serpentine statuette of an owl can become a giant owl for up to 8 hours. Once
it has been used, it can't be used again until 2 days have passed. The owl can telepathically communicate
with you at any range if you and it are on the same plane of existence.

[86] (DMG 211) (requires attunement by a spellcaster) This slender rod of glass feels solid, but appears to
have a
constant storm of thunderclouds roiling within.

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast
the lightning bolt spell (save DC 15) from it. For 1 charge you can cast the 3rd-level version of the spell.
You can increase the spell slot level by one for each additional charge you expend.
The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20.
On a 1, the wand crumbles into ashes and is destroyed.

[87] Magic curios in Drakewell’s Arcana 100


Cash on Niko Sevek’s body 100
Payment from Kaled bin Zafir 100
Loot in Kenku Hideout 100
Zor Drejkov’s treasure casket 100
Loot in Abandoned Windmill 150
Treasure on Little Wing 50

[88] When you drink this potion, you gain a flying speed equal
to your walking speed for 1 hour and can hover. If you're
in the air when the potion wears off, you fall unless you
have some other means of staying aloft. This potion's
clear liquid floats at the top of its container and has
cloudy white impurities drifting in it.
[89] (DMG 214)Requires Attunement: While wearing 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.

[90] Shard of Ogrémoch geodes 150 gp


Malus Blackiron's silver shield 50 gp
Cultists' loose coins 100 gp
Sell the seed of fel earth 50 gp
or
Give the seed of fel earth to a faction 25 gp

The characters may keep any of the mundane equipment


given to them by Leleanor in the Introduction.

[91] (DMG 213) This ancient axe is made of grey stone marbled with purple veins. Its head is inscribed with
ancient dwarven runes and its haft is covered with the cured hide of a purple worm.

You have a bonus to attack and damage rolls made with


this magic weapon.

[92] Bone Coins 25


Stone griffon egg 10
Arcane crystal focus 10
Ancient journal 10
Arcane Focus, Wand 10
Incense 25
Silver tankard 5
Cultists Treasure 52
Shelavassa's pouch 80
Crushing Wave pendant 10
Shelavassa's chest 74
Ceremonial Dagger 50

[93] (DMG 199) This oblong shield has an obvious eye motif with several
eyes on its surface that occasionally blink.

While holding this shield, you have advantage on


initiative rolls and Wisdom (Perception) checks. The
shield is emblazoned with a symbol of an eye.

[94] Check Adventure page 17 for special Downtime uses for quest

[95] *Add for Reward 200 (each)

Cultists gold (part one) 460


Brooch (section 3) 400
Rare tomes (section 5) 200
Rare grape vines (section 6) 40
Giant's ring (section 7) 500
Spyglass 750
Cultists gold (part one) 460
Brooch (section 3) 400
Rare tomes (section 5) 200
Rare grape vines (section 6) 40
Giant's ring (section 7) 500
Spyglass 750

[96] This bottle contains a breath of elemental air. When you


inhale it, you either exhale it or hold it.
If you exhale the breath, you gain the effect of the gust
of wind spell. If you hold the breath, you don't need to
breathe for 1 hour, though you can end this benefit early
(for example, to speak). Ending it early doesn't give you
the benefit of exhaling the breath. The full effect of gust
of wind can be found in the Player's Handbook.

[97] (DMG 205) (requires attunement by a cleric, druid, or warlock)


This staff of lightweight wood blows is constantly
surrounded by an unseen breeze. To those attuned to it, the winds whispers words of warning, granting a
+2 bonus on Dexterity checks made to determine initiative in combat.

This staff has 3 charges and regains 1d3 expended


charges daily at dawn.
The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and
you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must
succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or
saving throw that uses Strength or Constitution.

[98] *This backpack contains the spirit of an air elemental and a compact leather balloon. While you're
wearing the backpack, you can deploy the balloon as an action and gain the effect of the levitate spell for
10 minutes, targeting yourself and requiring no concentration. Alternatively, you can use a reaction to
deploy the
balloon when you're falling and gain the effect of the feather fall spell for yourself.
When either spell ends, the balloon slowly deflates as the elemental spirit escapes and returns to the
Elemental Plane of Air. As the balloon deflates, you descend gently toward the ground for up to 60 feet. If
you are still in the air at the end of this distance, you fall if you have no other means of staying aloft.
After the spirit departs, the backpack's property is
unusable unless the backpack is recharged for 1 hour in an elemental air node, which binds another spirit
to the backpack. Unless used in the adventure it is fully charged.

**Requires Attunement: This snug uniform has symbols of air stitched into it and leathery flaps that stretch
along the arms, waist, and legs to create wings for gliding. A suit of wingwear has 3 charges. While you
wear the suit, you can use a bonus action and expend 1 charge to gain a flying speed of 30 feet until you
land. At the end of each of your turns, your altitude drops by 5 feet. Your altitude drops instantly to 0 feet at
the end of your turn if you didn't fly at least 30 feet horizontally on that turn. When your altitude drops to 0
feet, you land (or fall), and you must expend another charge to use the suit again.
The suit regains all of its expended charges after
spending at least 1 hour in an elemental air node. Unless used in the adventure it is fully charged.

[99] DM selects a faction who has a NPC imprisoned. Members of that faction who rescue the prisoner earn
one additional renown
point.

[100] Soldiery Veterans 160


Cask of Luiren Rivengut 200
Gems in troll's lair 250
Urn in otyugh's lair 130
Iron lockbox in otyugh's lair 100
Art objects in the Respite 110
Rastol Shan's reward 2,000
Additional reward 250
Gems in troll's lair 250
Urn in otyugh's lair 130
Iron lockbox in otyugh's lair 100
Art objects in the Respite 110
Rastol Shan's reward 2,000
Additional reward 250

[101] (DMG 200) This shield is fashioned of dull, black steel and festooned
with hundreds upon hundreds of human teeth. Whenever the wielder of the shield is presented with an
opportunity to act in a selfish or malevolent way, the item heightens the wielder’s urge to do so.

While holding this shield, you have a bonus to AC


determined by the shield's rarity. This bonus is in
addition to the shield's normal bonus to AC.

[102] This spellbook is bound in thin plates of polished, purple hardwood with pages of fine vellum. It
contains the following spells:

Cantrips (at will): frostbite, light, prestidigitation, thunderclap

1st level (4 slots): ice knife, mage armor, magic missile, shield

2nd level (3 slots): invisibility, Maximillian's earthen grasp, misty


step

3rd level (3 slots): fireball, haste, Melf's minute meteors

4th level (3 slots): greater invisibility, phantasmal killer

5th level (1 slot): dominate person

[103] Black diamonds 200


Fatell's cultists's coin purses 15
Wylan's retinue 150
Wylan's coin purse 50
Aleyd's escorts's coins 25
Blade Peytir's first reward 400
Coins from cultists (Area 5) 40
Aleyd's war chest (Area 7) 850
Aleyd's coin purse 225
Aleyd's silver chain with jet pendant 250
Blade Peytir's final reward 400
High Blade's reward 400

[104] (DMG 207) Requires Attunement: This sword’s blade is serrated along the back edge with a
single, deep fuller running the length of its blade,
bifurcating the point. The sharkskin-wrapped hilt ends in
a pommel fashioned of a large, unfinished gemstone. This
sword, however, has a tragic history. Anyone familiar with
Aleyd Burral and her fall from grace recognizes the
weapon and treat the wielder with suspicion.

Hit points lost to this weapon's damage can be regained


only through a short or long rest, rather than by
regeneration, magic, or any other means.
Once per turn, when you hit a creature with an attack
using this magic weapon, you can wound the target.
At the start of each of the wounded creature's turns,
it takes 1d4 necrotic damage for each time you've
wounded it, and it can then make a DC 15 Constitution
saving throw, ending the effect of all such wounds on
itself on a success. Alternatively, the wounded creature,
or a creature within 5 feet of it, can use an action to
make a DC 15 Wisdom (Medicine) check, ending the
effect of such wounds on it on a success.
Once per turn, when you hit a creature with an attack
using this magic weapon, you can wound the target.
At the start of each of the wounded creature's turns,
it takes 1d4 necrotic damage for each time you've
wounded it, and it can then make a DC 15 Constitution
saving throw, ending the effect of all such wounds on
itself on a success. Alternatively, the wounded creature,
or a creature within 5 feet of it, can use an action to
make a DC 15 Wisdom (Medicine) check, ending the
effect of such wounds on it on a success.

[105] (DMG 167) This gem contains a mote of elemental energy. When
you use an action to break the gem, an elemental is summoned as if you had cast the conjure elemental
spell, and the gem's magic is lost. Earth Elemental

[106] Furgis' Payment 125


Kalda's Payment 100
Borri's Payment 125
Semi-precious stones in the cyst 200

[107] (DMG 181) Requires Attunement: Aramesha's Wisdom, this beautiful silver medallion has
an intricate engraving in Celestial upon it – a short poem called “The Hope of Aramesha.”

The medallion has 3 charges. While wearing it, you can


use an action and expend 1 charge to cast the detect
thoughts spell (save DC 13) from it. The medallion
regains 1d3 expended charges daily at dawn.

[108] By spending the requisite amount of downtime,


characters can copy the following spells from the
elemental codex:

1st level: absorb elements*, alarm, earth tremor*, illusory script

2nd level: magic mouth, Maximilian's earthen grasp*, silence

3rd level: erupting earth*, meld into stone, Melf's minute meteors*

4th level: transmute rock*

[109] Whitevane’s traveling spellbook


A full list of Whitevane’s prepared spells can be found in his stat block. His spellbook contains the following
spells:
Cantrips: blade ward, gust*, light, minor illusion, shocking grasp, thunderclap*
1st level: absorb elements*, feather fall, fog cloud, mage armor
2nd level: gust of wind, hold person, invisibility
3rd level: fly, gaseous form, lightning bolt
4th level: elemental bane*, greater invisibility, storm sphere*
5th level: control wind*, geas
6th level: investiture of wind*

[110] Amulet of Health


Wondrous item, rare (requires attunement)
Your Constitution score is 19 while you wear this
amulet. It has no effect on you if your Constitution is already 19 or higher.

[111] WINDVANE
Weapon (spear), legendary (requires attunement)
A silver spear, Windvane has dark sapphires on the
filigreed surface of its polished head. Held by its shining
haft, the weapon feels insubstantial, as if clutching a
cool, gently flowing breeze. The spear contains a spark
of Yan-C-Bin, the Prince of Evil Air.
You have a +2 bonus to attack rolls and damage rolls you make with this magic weapon, which has the
finesse
[111] WINDVANE
Weapon (spear), legendary (requires attunement)
A silver spear, Windvane has dark sapphires on the
filigreed surface of its polished head. Held by its shining
haft, the weapon feels insubstantial, as if clutching a
cool, gently flowing breeze. The spear contains a spark
of Yan-C-Bin, the Prince of Evil Air.
You have a +2 bonus to attack rolls and damage rolls you make with this magic weapon, which has the
finesse
weapon property. When you hit with it, the target takes an extra 1d6 lightning damage.
Air Mastery. You gain the following benefits while you
hold Windvane:
• You can speak Auran fluently.
• You have resistance to lightning damage.
• You can cast dominate monster (save DC 17) on an air elemental. Once you have done so, Windvane
can’t be used this way again until the next dawn.
Song of the Four Winds. While inside an air node,
you can perform a ritual called the Song of the Four Winds, using Windvane to create a devastation orb of
air (see the devastation orb description for the time and cost of the ritual). Once you perform the ritual,
Windvane can’t be used to perform the ritual again until the next dawn.
Flaw. Windvane makes its wielder mercurial and
unreliable. While attuned to the weapon, you gain the following flaw: “I break my vows and plans. Duty and
honor mean nothing to me.”

[112] Cantrips (at will): gust,* mage hand, message, prestidigitation,


ray of frost, shocking grasp
1st level (4 slots): charm person, feather fall, mage
armor, thunderwave
2nd level (3 slots): dust devil,* gust of wind, invisibility
3rd level (3 slots): fly, gaseous form, lightning bolt
4th level (3 slots): ice storm, storm sphere*
5th level (2 slots): cloudkill, seeming (cast each day)
6th level (1 slot): chain lightning

[113] Drown
Weapon (trident), legendary (requires attunement)
A steel trident decorated with bronze barnacles along
the upper part of its haft, Drown has a sea-green jewel
just below the tines and a silver shell at the end of its
haft. It floats on the surface if dropped onto water, and
it floats in place if it is released underwater. The trident
is always cool to the touch, and it is immune to any
damage due to exposure to water. Drown contains a
spark of Olhydra, the Princess of Evil Water.
You gain a +1 bonus to attack and damage rolls you
make with this magic weapon. When you hit with it, the
targets takes an extra 1d8 cold damage.
Water Mastery. You gain the following benefits while
you hold Drown:
• You can speak Aquan fluently.
• You have resistance to cold damage.
• You can cast dominate monster (save DC 17) on a
water elemental. Once you have done so, Drown can’t
be used this way again until the next dawn.
Tears of Endless Anguish. While inside a water node,
you can perform a ritual called the Tears of Endless
Anguish, using Drown to create a devastation orb of
water (see the devastation orb description for the time
and cost of the ritual). Once you perform the ritual,
Drown can’t be used to perform the ritual again until
the next dawn.
Flaw. Drown makes its wielder covetous. While
attuned to the weapon, you gain the following flaw: “I
demand and deserve the largest share of the spoils, and
I refuse to part with anything that’s mine.” In addition,
you can perform a ritual called the Tears of Endless
Anguish, using Drown to create a devastation orb of
water (see the devastation orb description for the time
and cost of the ritual). Once you perform the ritual,
Drown can’t be used to perform the ritual again until
the next dawn.
Flaw. Drown makes its wielder covetous. While
attuned to the weapon, you gain the following flaw: “I
demand and deserve the largest share of the spoils, and
I refuse to part with anything that’s mine.” In addition,
if you are attuned to Drown for 24 consecutive hours,
barnacles form on your skin. The barnacles can be
removed with a greater restoration spell or similar magic, but not while you are attuned to the weapon.

[114] IRONFANG
Weapon (war pick), legendary (requires attunement)
A war pick forged from a single piece of iron, Ironfang
has a fang-like head inscribed with ancient runes. The
pick is heavy in the hand, but when the wielder swings
the pick in anger, the weapon seems almost weightless.
This weapon is immune to any form of rust, acid, or
corrosion—nothing seems to mark it. Ironfang contains
a spark of Ogremoch, the Prince of Evil Earth.
You gain a +2 bonus to attack and damage rolls you
make with this magic weapon. When you hit with it, the
target takes an extra 1d8 thunder damage.
Earth Mastery. You gain the following benefits while
you hold Ironfang:
• You can speak Terran fluently.
• You have resistance to acid damage.
• You have tremorsense out to a range of 60 feet.
• You can sense the presence of precious metals
and stones within 60 feet of you, but not their
exact location.
• You can cast dominate monster (save DC 17) on an
earth elemental. Once you have done so, Ironfang
can’t be used this way again until the next dawn.
Shatter. Ironfang has 3 charges. You can use your
action to expend 1 charge and cast the 2nd-level version
of shatter (DC 17). Ironfang regains 1d3 expended
charges daily at dawn.
The Rumbling. While inside an earth node, you can
perform a ritual called the Rumbling, using Ironfang to
create a devastation orb of earth (see the devastation orb
description for the time and cost of the ritual). Once you
perform the ritual, Ironfang can’t be used to perform the
ritual again until the next dawn.
Flaw. Ironfang heightens its wielder’s destructive
nature. While attuned to the weapon, you gain the
following flaw: “I like to break things and cause ruin.”

[115] Claws of the Umber Hulk


Wondrous item, rare (requires attunement)
These heavy gauntlets of brown iron are forged in the
shape of an umber hulk’s claws, and they fit the wearer’s
hands and forearms all the way up to the elbow. While
wearing both claws, you gain a burrowing speed of 20
feet, and you can tunnel through solid rock at a rate of 1
foot per round.
You can use a claw as a melee weapon while wearing
it. You have proficiency with it, and it deals 1d8 slashing
damage on a hit (your Strength modifier applies to the
attack and damage rolls, as normal).
While wearing the claws, you can’t manipulate objects
or cast spells with somatic components.
hands and forearms all the way up to the elbow. While
wearing both claws, you gain a burrowing speed of 20
feet, and you can tunnel through solid rock at a rate of 1
foot per round.
You can use a claw as a melee weapon while wearing
it. You have proficiency with it, and it deals 1d8 slashing
damage on a hit (your Strength modifier applies to the
attack and damage rolls, as normal).
While wearing the claws, you can’t manipulate objects
or cast spells with somatic components.

[116] TINDERSTRIKE
Weapon (dagger), legendary (requires attunement)
A flint dagger, Tinderstrike is uncommonly sharp,
and sparks cascade off its edge whenever it strikes
something solid. Its handle is always warm to the touch,
and the blade smolders for 1d4 minutes after it is used to deal damage. It contains a spark of Imix, Prince
of Evil Fire.
You gain a +2 bonus to attack and damage rolls you make with this magic weapon. When you hit with it, the
target takes an extra 2d6 fire damage.
Fire Mastery. You gain the following benefits while
you hold Tinderstrike:
• You can speak Ignan fluently.
• You have resistance to fire damage.
• You can cast dominate monster (save DC 17) on a fire elemental. Once you have done so, Tinderstrike
can’t be used this way again until the next dawn.
Dance of the All-Consuming Fire. While inside a fire node, you can perform a ritual called the Dance
of the All-Consuming Fire, using Tinderstrike to create a devastation orb of fire (see the devastation orb
description for the time and cost of the ritual). Once you
perform the ritual, Tinderstrike can’t be used to perform
the ritual again until the next dawn.
Flaw. Tinderstrike makes its wielder impatient
and rash. While attuned to the weapon, you gain the following flaw: “I act without thinking and take risks
without weighing the consequences.”

[117] WINDVANE
Weapon (spear), legendary (requires attunement)
A silver spear, Windvane has dark sapphires on the
filigreed surface of its polished head. Held by its shining
haft, the weapon feels insubstantial, as if clutching a
cool, gently flowing breeze. The spear contains a spark
of Yan-C-Bin, the Prince of Evil Air.
You have a +2 bonus to attack rolls and damage rolls you make with this magic weapon, which has the
finesse
weapon property. When you hit with it, the target takes an extra 1d6 lightning damage.
Air Mastery. You gain the following benefits while you
hold Windvane:
• You can speak Auran fluently.
• You have resistance to lightning damage.
• You can cast dominate monster (save DC 17) on an air elemental. Once you have done so, Windvane
can’t be used this way again until the next dawn.
Song of the Four Winds. While inside an air node,
you can perform a ritual called the Song of the Four Winds, using Windvane to create a devastation orb of
air (see the devastation orb description for the time and cost of the ritual). Once you perform the ritual,
Windvane can’t be used to perform the ritual again until the next dawn.
Flaw. Windvane makes its wielder mercurial and
unreliable. While attuned to the weapon, you gain the following flaw: “I break my vows and plans. Duty and
honor mean nothing to me.”

[118] Drown
Weapon (trident), legendary (requires attunement)
A steel trident decorated with bronze barnacles along
the upper part of its haft, Drown has a sea-green jewel
just below the tines and a silver shell at the end of its
haft. It floats on the surface if dropped onto water, and
[118] Drown
Weapon (trident), legendary (requires attunement)
A steel trident decorated with bronze barnacles along
the upper part of its haft, Drown has a sea-green jewel
just below the tines and a silver shell at the end of its
haft. It floats on the surface if dropped onto water, and
it floats in place if it is released underwater. The trident
is always cool to the touch, and it is immune to any
damage due to exposure to water. Drown contains a
spark of Olhydra, the Princess of Evil Water.
You gain a +1 bonus to attack and damage rolls you
make with this magic weapon. When you hit with it, the
targets takes an extra 1d8 cold damage.
Water Mastery. You gain the following benefits while
you hold Drown:
• You can speak Aquan fluently.
• You have resistance to cold damage.
• You can cast dominate monster (save DC 17) on a
water elemental. Once you have done so, Drown can’t
be used this way again until the next dawn.
Tears of Endless Anguish. While inside a water node,
you can perform a ritual called the Tears of Endless
Anguish, using Drown to create a devastation orb of
water (see the devastation orb description for the time
and cost of the ritual). Once you perform the ritual,
Drown can’t be used to perform the ritual again until
the next dawn.
Flaw. Drown makes its wielder covetous. While
attuned to the weapon, you gain the following flaw: “I
demand and deserve the largest share of the spoils, and
I refuse to part with anything that’s mine.” In addition,
if you are attuned to Drown for 24 consecutive hours,
barnacles form on your skin. The barnacles can be
removed with a greater restoration spell or similar magic, but not while you are attuned to the weapon.

[119] Lost Crown of Besilmer


Wondrous item, legendary (requires attunement)
This dwarven battle-helm consists of a sturdy openfaced steel helmet, decorated with a golden circlet
above the brow from which seven small gold spikes project upward. You gain the following benefits while
wearing the crown:
• You have resistance to psychic damage.
• You have advantage on saving throws against effects
that would charm you.
• You can use a bonus action to inspire one creature you can see that is within 60 feet of you and that can
see or hear you. Once before the end of your next turn, the inspired creature can roll a d6 and add the
number rolled to one ability check, attack roll, or saving throw it makes. This uses 1 charge from the crown.
It has 3 charges, and it regains 1d3 expended charges daily at dawn.

IRONFANG
Weapon (war pick), legendary (requires attunement)
A war pick forged from a single piece of iron, Ironfang has a fang-like head inscribed with ancient runes.
The pick is heavy in the hand, but when the wielder swings
the pick in anger, the weapon seems almost weightless.
This weapon is immune to any form of rust, acid, or corrosion—nothing seems to mark it. Ironfang contains
a spark of Ogremoch, the Prince of Evil Earth.
You gain a +2 bonus to attack and damage rolls you make with this magic weapon. When you hit with it, the
target takes an extra 1d8 thunder damage.
Earth Mastery. You gain the following benefits while you hold Ironfang:
• You can speak Terran fluently.
• You have resistance to acid damage.
• You have tremorsense out to a range of 60 feet.
The pick is heavy in the hand, but when the wielder swings
the pick in anger, the weapon seems almost weightless.
This weapon is immune to any form of rust, acid, or corrosion—nothing seems to mark it. Ironfang contains
a spark of Ogremoch, the Prince of Evil Earth.
You gain a +2 bonus to attack and damage rolls you make with this magic weapon. When you hit with it, the
target takes an extra 1d8 thunder damage.
Earth Mastery. You gain the following benefits while you hold Ironfang:
• You can speak Terran fluently.
• You have resistance to acid damage.
• You have tremorsense out to a range of 60 feet.
• You can sense the presence of precious metals and stones within 60 feet of you, but not their exact
location.
• You can cast dominate monster (save DC 17) on an earth elemental. Once you have done so, Ironfang
can’t be used this way again until the next dawn.
Shatter. Ironfang has 3 charges. You can use your
action to expend 1 charge and cast the 2nd-level version of shatter (DC 17). Ironfang regains 1d3
expended charges daily at dawn.
The Rumbling. While inside an earth node, you can perform a ritual called the Rumbling, using Ironfang to
create a devastation orb of earth (see the devastation orb description for the time and cost of the ritual).
Once you perform the ritual, Ironfang can’t be used to perform the
ritual again until the next dawn.
Flaw. Ironfang heightens its wielder’s destructive
nature. While attuned to the weapon, you gain the
following flaw: “I like to break things and cause ruin.”

[120] Breastplate made of polished crystal

[121] TINDERSTRIKE
Weapon (dagger), legendary (requires attunement)
A flint dagger, Tinderstrike is uncommonly sharp,
and sparks cascade off its edge whenever it strikes
something solid. Its handle is always warm to the touch,
and the blade smolders for 1d4 minutes after it is used to deal damage. It contains a spark of Imix, Prince
of Evil Fire.
You gain a +2 bonus to attack and damage rolls you make with this magic weapon. When you hit with it, the
target takes an extra 2d6 fire damage.
Fire Mastery. You gain the following benefits while
you hold Tinderstrike:
• You can speak Ignan fluently.
• You have resistance to fire damage.
• You can cast dominate monster (save DC 17) on a fire elemental. Once you have done so, Tinderstrike
can’t be used this way again until the next dawn.
Dance of the All-Consuming Fire. While inside a fire node, you can perform a ritual called the Dance
of the All-Consuming Fire, using Tinderstrike to create a devastation orb of fire (see the devastation orb
description for the time and cost of the ritual). Once you
perform the ritual, Tinderstrike can’t be used to perform
the ritual again until the next dawn.
Flaw. Tinderstrike makes its wielder impatient
and rash. While attuned to the weapon, you gain the following flaw: “I act without thinking and take risks
without weighing the consequences.”

[122] O rc sp litte r
Weapon (Greataxe), legendary (requires attunement by a
good-aligned dwarf, fighter; or paladin)
A mighty axe wielded long ago by the dwarf king Torhild
Flametongue, Orcsplitter is a battered weapon that
appears unremarkable at first glance. Its head is graven
with the Dwarvish runes for “orc,” but the runes are
depicted with a gap or slash through the markings; the
word “orc” is literally split in two.
You gain the following benefits while holding this
magic weapon:
• You gain a +2 bonus to attack and damage rolls
made with it.
• When you roll a 20 on an attack roll with this weapon
Flametongue, Orcsplitter is a battered weapon that
appears unremarkable at first glance. Its head is graven
with the Dwarvish runes for “orc,” but the runes are
depicted with a gap or slash through the markings; the
word “orc” is literally split in two.
You gain the following benefits while holding this
magic weapon:
• You gain a +2 bonus to attack and damage rolls
made with it.
• When you roll a 20 on an attack roll with this weapon
against an orc, that orc must succeed on a DC 17
Constitution saving throw or drop to 0 hit points.
• You can’t be surprised by orcs while you’re not incapacitated.
You are also aware when orcs are within
120 feet of you and aren’t behind total cover, although
you don’t know their location.
• You and any of your friends within 30 feet of you can’t
be frightened while you’re not incapacitated.
Sentience. Orcsplitter is a sentient, lawful good
weapon with an Intelligence of 6, a Wisdom of 15, and
a Charisma of 10. It can see and hear out to 120 feet
and has darkvision. It communicates by transmitting
emotions to its wielder, although on rare occasions it
uses a limited form of telepathy to bring to the wielder’s
mind a couplet or stanza of ancient Dwarvish verse.
Personality. Orcsplitter is grim, taciturn, and
inflexible. It knows little more than the desire to face
orcs in battle and serve a courageous, just wielder. It
disdains cowards and any form of duplicity, deception,
or disloyalty. The weapon’s purpose is to defend
dwarves and to serve as a symbol of dwarven resolve.
It hates the traditional foes of dwarves—giants, goblins,
and, most of all, orcs—and silently urges its possessor to
meet such creatures in battle.

[123] Adventure made up of 5 mini adventures. Rewards will show the rewards for each or will indicate
which of the 5 adventures by number of *'s

[124] 5 1-2 hour missions. Rewards shown are for each

[125] *Silver sickle 50


Items from the Farboughs 150

**Duergar's gold 200

***Jackalwere's Earrings 100


Zook's Stash 100

****Ritual Implements 100


Lady Ineddra's Payment 100

*****Erve's Reward 200 (or 100)

[126] Each mini-mission grants a renown point to a different faction.

[127] 5 per mini adventure

[128] Olisara's advance 40


Breex's possessions` 250
Bookie's kiosk 200
Dark Alliance halflings's possessions 50
Reward for returning the Tinfellows 150
Olisara's final reward 60
[128] Olisara's advance 40
Breex's possessions` 250
Bookie's kiosk 200
Dark Alliance halflings's possessions 50
Reward for returning the Tinfellows 150
Olisara's final reward 60

[129] (DMG 213) This weapon weighs half as much as a normal rapier and
is fashioned of dark blue metal inscribed with images of spiders and webs.

You have a bonus to attack and damage rolls made with


this magic weapon.

[130] Kuo-toa Jewelry 50


Derro 50
Dice found in the Mess Hall 100
Temple of Kiaransalee 100
Bedroom Suite 100
Fire Giant Stash 600
Seranolla's reward 1000

[131] (DMG 203) (requires attunement by a bard, cleric, druid, sorcerer, warlock or wizard)
This staff is made of finely-polished white wood. The insects summoned by the staff take the form of
winged spiders with gossamer wings.

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.

[132] Howling Pits treasure 1800


Gabber Forth's components 1400
Crystal peephole lenses 50
2 tapestries 1000
Bolts of exotic cloth 400
Maram's hidden treasure 1250
10 coral gemstones 400
10 peridot gemstones 5000
10 aquamarine gemstones 5000

[133] Like other 8 hour mods, this should have two magic items. The item missing from the text of the mod
is a +3 Greatsword.
Certs for the item were included with the packet sent to stores. According to the Admins, the should be
located in O4 The Armory.

See errata: https://docs.google.com/document/d/1g6wYyw972Thm0J2_wvOTDcdzmE02VLW6vfz7ttNIH_A

The description of the item is: "This greatsword's blade is fashioned from obsidian. Carved into it are
dwarven battle chants. It smolders and radiates heat whenever it strikes a giant.
Reference the Dungeon Master’s Guide for this item’s description."
[134] This spellbook consists of sheets of engraved stone and is bound in thick, grey leather. It contains the
following spells:

1st level: detect magic, mage armor, magic missile, shield

2nd level: mirror image, Maximillian's earthen grasp*, see invisibility

3rd level: counterspell, slow, fireball

4th level: greater invisibility, polymorph, stoneskin

5th level: cone of cold, fire shield, immolation*,

6th level: circle of death, globe of invulnerability

7th level: forcecage

8th level: incendiary cloud

9th level: time stop

[135] Assisting Soldiers on road 50 (or 25)


-or-
Assisting Bandits on road 50 (or 25)
Red Plumes treasure 35
Duergar chest 150

[136] (DMG 200) This shield is fashioned from the hide of an umber hulk. It bears the oak leaf symbol
commonly associated with the nature deity Silvanus.

While holding this shield, you have a bonus to AC


determined by the shield's rarity. This bonus is in
addition to the shield's normal bonus to AC.

[137] Shards of silvered glass 100


Aelia's payment 50
Doctor Jubal's reward 150

[138] (DMG ) Requires Attunement: These pipes have an intricate pattern of whorls carved
into them. When inspected closely, the whorls are
actually a tiny poem in ancient Thorass called “Maedra’s Home.”

You must be proficient with wind instruments to use these pipes. While you are attuned to the pipes,
ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm
them.
The pipes have 3 charges. If you play the pipes as
an action, you can use a bonus action to expend 1 to 3 charges, calling forth one swarm of rats (see the
Monster Manual for statistics) with each expended charge, provided that enough rats are within half a mile
of you to be called in this fashion (as determined by the DM). If there aren't enough rats to form a swarm,
the charge is wasted. Called swarms move toward the music by the shortest available route but aren't
under your control otherwise. The pipes regain ld3 expended charges daily at dawn.

Whenever a swarm of rats that isn't under another


creature's control comes within 30 feet of you while you are playing the pipes, you can make a Charisma
check contested by the swarm's Wisdom check. If you lose
the contest, the swarm behaves as it normally would and can't be swayed by the pipes' music for the next
24 hours. If you win the contest, the swarm is swayed by the pipes' music and becomes friendly to you and
your companions for as long as you continue to play the pipes each round as an action. A friendly swarm
obeys your commands. Ifyou issue no commands to a friendly swarm, it defends itself but otherwise takes
no actions. If a friendly swarm starts its turn and can't hear the pipes' music, your control over that swarm
under your control otherwise. The pipes regain ld3 expended charges daily at dawn.

Whenever a swarm of rats that isn't under another


creature's control comes within 30 feet of you while you are playing the pipes, you can make a Charisma
check contested by the swarm's Wisdom check. If you lose
the contest, the swarm behaves as it normally would and can't be swayed by the pipes' music for the next
24 hours. If you win the contest, the swarm is swayed by the pipes' music and becomes friendly to you and
your companions for as long as you continue to play the pipes each round as an action. A friendly swarm
obeys your commands. Ifyou issue no commands to a friendly swarm, it defends itself but otherwise takes
no actions. If a friendly swarm starts its turn and can't hear the pipes' music, your control over that swarm
ends, and
the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours.

[139] Bulette nest 150


Drow camp loot 400
Religious texts 500
Silver bracelet 200
Holy Symbol of Labelas Enoreth 450
Elanil's payment 1,000

[140] (DMG 183) (requires attunement by a


ranger) Each of the elven oathbows are possessed of mythical power and ancient legends. Shadowsong is
hewn from a supple length of yew and features curious green metal tendrils snaking through its length. It
glows dimly in the presence of humans.

When you nock an arrow on this bow, it whispers in


Elvish, "Swift defeat to my enemies." When you use
this weapon to make a ranged attack, you can, as a
command phrase, say, "Swift death to you who have
wronged me." The target of your attack becomes your
sworn enemy until it dies or until dawn seven days later.
You can have only one such sworn enemy at a time.
When your sworn enemy dies, you can choose a new
one after the next dawn.
When you make a ranged attack roll with this weapon
against your sworn enemy, you have advantage on the
roll. In addition, your target gains no benefit from cover,
other than total cover, and you suffer no disadvantage
due to long range. If the attack hits, your sworn enemy
takes an extra 3d6 piercing damage.
While your sworn enemy lives, you have disadvantage
on attack rolls with all other weapons.

[141] The binding of this spellbook is of a fleshy gray leather that secretes an oily sheen that smells of
sweat. It contains the following spells that may be scribed into a character's spellbook using the rules in the
Player's Handbook.

1st Level: mage armor, magic missile, shield, witch bolt

2nd Level: alter self, misty step, web

3rd Level: fly, lightning bolt

4th Level: Evard's black tentacles, greater invisibility

5th Level: cloudkill

[142] Gold Ring Set with Turquoise 200


Large Gold Bracelet 200
Small Gold Statue 600
Star Ruby 1,000
Ivory statuette of a peryton 200
Duergar triangular coins 25
[142] Gold Ring Set with Turquoise 200
Large Gold Bracelet 200
Small Gold Statue 600
Star Ruby 1,000
Ivory statuette of a peryton 200
Duergar triangular coins 25

[143] (DMG 150) This jug is made of a thin metal strips bolted together. I is covered in dwarven runes in
the form of night sky constellations.

This ceramic jug appears to be able to hold a gallon


of liquid and weighs 12 pounds whether full or empty.
Sloshing sounds can be heard from within the jug when
it is shaken, even if the jug is empty.
You can use an action and name one liquid from the
table below to cause the jug to produce the chosen
liquid. Afterward, you can uncork the jug as an action
and pour that liquid out, up to 2 gallons per minute. The
maximum amount of liquid the jug can produce depends
on the liquid you named.
Once the jug starts producing a liquid, it can't produce
a different one, or more of one that has reached its
maximum, until the next dawn.

Acid 8 ounces
Oil 1 quart
Basic poison 1/2 ounce Vinegar 2 gallons
Beer 4 gallons
Water, fresh 8 gallons
Honey 1 gallon
Water, salt 12 gallons
Mayonnaise 2 gallons
Wine 1 gallon

[144] Brandy and cigars 200


Helck’s treasures 200
Pearls from statutes 200
Olon’s treasure 200
The twins’s treasure 1,000
Payment for shipping the goods 400

[145] (DMG 176) (requires attunement by a bard) Made of fine, dark wood, this mandolin is inlaid with
mithral and mother-of-pearl in the shape of forked lightning bolts. The bearer of this instrument can use an
action to cause his or her voice to carry clearly for up to 300 feet until the end of the bearer’s next turn.

An instrument of the bards is an exquisite example of it kind, superior to an ordinary instrument in every
way. Seven types of these instruments exist, each named after a legendary bard college. The following
table lists
the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that
attempts to play the instrument without being attuned
to it must succeed on a DC 15 Wisdom saving throw or
take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells. Once the instrument has been used
to cast a spell, it can't be used to cast that spell again until
the next dawn. The spells use your spellcasting ability and spell save DC.
When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the
targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as
the source of the spell or as a spellcasting focus.

Spells: Fly, invisibility, levitate, protection from evil and good, Cure wounds (3rd level), dispel magic,
protection from energy (lightning only)
You can use an action to play the instrument and cast one of its spells. Once the instrument has been used
to cast a spell, it can't be used to cast that spell again until
the next dawn. The spells use your spellcasting ability and spell save DC.
When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the
targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as
the source of the spell or as a spellcasting focus.

Spells: Fly, invisibility, levitate, protection from evil and good, Cure wounds (3rd level), dispel magic,
protection from energy (lightning only)

[146] Glenna's reward 50


Arcrus family jewelry 90
Bronze torc 60
Prisoners's valuables 250
Silver platter 45
Ivory drinking horn 55
Treasure from Lord Agrak's Quarters 250

[147] (DMG 212) (requires attunement by a spellcaster) Crafted of sturdy beech wood, this rather stout
wand sports arcane runes etched in silver along its length and solid silver orbs capping each end.

While holding this wand, you gain a bonus to spell


attack rolls determined by the wand's rarity. In addition,
you ignore half cover when making a spell attack.

[148] Mallag's treasure 200


Mallag's spell components & reagents 200
Derros's treasure 200
Agaricus's fungal unguents 1,000
--or--
The Sacred Seer's chest 2,000

[149] (DMG 152) Requires Attunement: This non-metal half-plate is constructed of petrified giant
mushrooms. The wearer feels fortunate and optimistic
about what the future holds.

You have resistance to Poison damage while


you wear this armor.

[150] Onyx Ring from body in sewers 50


First day's pay 5
Thessaly's jewelry 98
Thessaly's silver dagger 102
The Seneschal's reward 10
Reward from Isthana 50

[151] (DMG 168) These smoky lenses are set in a brass frame and allow the wearer to read Abyssal.

These Crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a
range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while
searching an area or studying an object within that range.

[152] Map of Hillsfar 50


Map of Phlan 50
Maps of Mulmaster 50
Three-Dragon Ante deck 50
Silvered greatsword 150
Chainmail pouch and coins 35
Brain Jars (6) 100 to 200 ea.

[153] DMG 197

Rod, rare (requires attunement by a warlock)


This rod looks like three tentacles wrapped around each other. Upon speaking the word "Xicvizt", the
tentacles writhe as though were alive and are wreathed in purple fire that sheds dim light in a 5-foot radius.
[153] DMG 197

Rod, rare (requires attunement by a warlock)


This rod looks like three tentacles wrapped around each other. Upon speaking the word "Xicvizt", the
tentacles writhe as though were alive and are wreathed in purple fire that sheds dim light in a 5-foot radius.

While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your warlock
spells.
1n addition, you can regain one warlock spell slot an action while holding the rod. You can't use this
property again until you finish a long rest.

[154] DMG 156

Wondrous Item, uncommon (requires attunement)


Etched around these bracers are words in Elvish that read "Strike True."

While wearing these bracers, you have proficiency


with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with
such weapons.

[155] DMG 191

This ancient drow ring is made of cool black spider silk, when worn it causes the user to feel self-assured
and over confident.
Requires Attunement
You gain a +1 bonus to AC and saving throws while wearing this ring.

[156] Spider-Hide Spellbook


This small, traveling spellbook is bound in glossy, black spider-hide. It contains the following spells:
2nd level: web, levitate, darkness,
3rd level: gaseous form
4th level: Evard's black tentacles, arcane eye
5th level: passwall

[157] DMG 194

This robe is made of rough-spun, blue wool with stars of faded gray cloth embroidered in silver.

This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving
throws while you wear it.

Six stars, located on the robe's upper front portion, are particularly large. While wearing this robe, you can
use an action to pull off one of the stars and use it to cast Magic Missile as a 5th-level spell. Daily at dusk,
1d6 removed stars reappear on the robe.

While you wear the robe, you can use an action to enter the Astral Plane along with everything you are
wearing and carrying. You remain there until you use an action to return to the plane you were on. You
reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space.

[158] Commune Rare


Heal Very Rare
Invisibility Uncommon
Lesser Restoration Uncommon
Mass Cure Wounds Rare
Protection from Poison Uncommon
Suggestion Uncommon
Wall of Force Rare
Heal Very Rare
Invisibility Uncommon
Lesser Restoration Uncommon
Mass Cure Wounds Rare
Protection from Poison Uncommon
Suggestion Uncommon
Wall of Force Rare

[159] All faction members earn one renown point for participating in this adventure. In addition, a character
may receive one to five additional renown points based on their efforts in Gathering Forces.

Gathering Forces:
Hiring Mercenaries: The character can donate money to hire mercenaries to add to the attack in general.
Ask the player how much gold their characters would like to donate, if at all. At the end of the adventure, for
every 500 gp (round down) the character receives one renown, to a maximum of five.
Personal Request: Instead of donating gold, the character can give of their time to rally others to the
assault. Ask the player how much downtime their characters would like to spend before the start of the
adventure, if any. At the end of the adventure, for every 20 DT (round down) the character receives one
renown, to a maximum of five.

[160] The mace is a common magic item. While attuned to the mace, its wielder can use an action to make
the head of the mace alight with green flame,k or use an action to extinguish the flame. While the mace is
"lit" it glows as brighly as a torch and deals an extra 1 fire damage.

[161] Sentient Sunblade. Can cast Lesser Restoration once per long rest

[162] Rare (requires attunement)


Grants advantage on Investigation checks.
Can cast Speak with Animals, Speak with Dead and Speak with Plants using charges

[163] See Out of the Abyss Amendment for these items.

[164] 5 mini-missions

[165] 5 1-2 hour missions. Rewards shown are for each

[166] Fire opals 250


Merchant's Gems 250
Magnifying Glass 125
Kehkim's Earrings 125
Elk Pelt 125
Pendants 125
Zombie Trinkets 250

[167] each

[168] each

[169] Blood hawk coins 20


Pouch of rare spell components 20
Bandit furs and skins 20
Tambourine 10
Silvered dagger 102
Laszlo's furs 100
Laszlo's trinkets 20
Alina's opal necklace 150
Gregori’s reward 50
Tambourine 10
Silvered dagger 102
Laszlo's furs 100
Laszlo's trinkets 20
Alina's opal necklace 150
Gregori’s reward 50

[170] (DMG 213)

This whip is fashioned from a length of rotting,


thorn-covered vine set into a handle made of an
unusual purple wood. The pommel is a large chunk
of unpolished amber with a moving eyeball trapped
within.
This magic weapon warns you of danger. While
the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your
companions within 30 feet of you can't be surprised, except when incapacitated by something other than
nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are
sleeping naturally when combat begins.

[171] Gold-threaded vestments 25


Rhodochrosite 10
Wolf-fur pouch 15
Bone gazebo statuette 25
Small mirror 25
Sardonyx 50
Gold locket 25
Copper chalice 25
Alina’s ring 50

[172] This thick and fuzzy hat is actually a hat of disguise, and looks incredibly comfortable. While it allows
the wearer to cast disguise self at-will, the power is limited in that it only disguises the wearer as a plain-
looking brown-haired human male in his late twenties. However, while so disguised, the wearer is hidden
from spells abilities that would detect its true nature (such as divine sense).

[173] Jewelry in the wagon 75


Marku’s reward 10
Saving villagers from zombies 25
Saving the prisoner 25
Butler’s Ring 50
Burgomaster’s Reward 25
Butler’s cache 50
Servant’s stash 10
Silver Dagger Set 150
Glovia’s chest 350
Reward from Orașnou 300

[174] (DMG 168)

These glasses sport lenses of brilliant amber with slender slivers of green glass resembling the vertical
pupils of a serpent’s eyes. If the wearer is evil, they
may choose to impose disadvantage on the effect’s saving throw. Once this feature of the glasses has
been used, it can’t be used again until the following
dawn.

While wearing them, you can expend 1 charge


as an action to cast the charm person spell (save DC 13) on a humanoid within 30 feet of you, provided that
you
and the target can see each other.
[175] If the characters successfully defeated Glovia
Falinescu, each character receives an additional
point of renown.

[176] Bear hides 50


Donani's reward 35
Discarded bracelet 25
Bronze torc 70
Lela's jewelry 220

[177] DMG 213

This fan is made of thin, brittle parchment glued


over sharpened iron tines. When used, the wind issuing from this fan is bone-chillingly cold and carries the
sickly-sweet stench of rotting flesh. The fan can be used as a weapon; it is treated as a nonmagical short
sword (dealing slashing damage) when it is open, or as a non-magical club when it is closed.

While holding this fan , you can use an action to cast the gust of wind spell (save DC 13) from it. Once
used, the fan shouldn't be used again until the next dawn. Each time it is used again before then, it has a
cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters.

[178] The minimum total award for each character


participating in this adventure is 1,275 experience points.
The maximum total award for each character
participating in this adventure is 1,700 experience points.
* The maximum total award limitation does not
apply to the mid-season 3000 XP award. This award is applied after the adventure’s normal XP reward has
been calculated and divided among the characters.

[179] Money in ettercap nest 75


Leather satchel 15
Jade amulet 150
2 malachite gems 20
Studded leather armor (used) 35
Money on blights’ victims 15

[180] DMG 155

While you wear these boots, your steps make no


sound, regardless of the surface you are moving
across. You also have advantage on Dexterity
(Stealth) checks that rely on moving silently.

These light boots are made of supple, green leather and accented with dead leaves. They are constantly
covered in muck as if the wearer had been walking through ankle‐deep, bloody gore. No amount of
cleaning (magical or otherwise) removes the filth.

[181] Troll Teeth 100


Gold and ruby ring 50
Lacquered playing cards 100
Dragon rings 250
Excavation equipment 10
Golden flagon 230
Dented ornate steel helm 60
Golden plate with map 200
Gem encrusted bowl 300
Decorative scroll tube 700
Dragon rings 250
Excavation equipment 10
Golden flagon 230
Dented ornate steel helm 60
Golden plate with map 200
Gem encrusted bowl 300
Decorative scroll tube 700

[182] DMG 157

This cape smells faintly of brimstone. While wearing it, you can use it to cast the dimension door spell as an
action. This property of the cape can't be used again until the next dawn.
When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at
your destination. The smoke lightly obscures the space you left and the space you appear in, and it
dissipates at the end of your next turn. A light or stronger wind disperses the smoke.
This long cape is made of light-grey silk trimmed in coarse, black fur. Although it is obviously of high quality,
it appears tattered and worn. Instead of smoke, a cloud of stale dust is left behind when the wearer
disappears.

[183] Brass-Ring Spellbook


The spellbook consists of a thick brass ring holding a number of brass plates. It contains the following
spells:
1st level (4 slots): fog cloud, mage armor, shield
2nd level (3 slots): blindness/deafness, crown of madness, hold person, suggestion
3rd level (3 slots): fear, hypnotic pattern
4th level (1 slot): greater invisibility
5th level: Bigby’s hand, mislead

[184] Eugen's purse full of coins 70


Eugen's purse full of jewelry 210
Payment from Ivan Randovich 50
Returning family treasures 25

[185] Ring, rare (requires attunement)


This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to
5 levels worth of spells at a time. When found it contains remove curse.
Any creature can cast a spell of 1st through 5th level into the ring by touching the rig as the spell is cast.
The spell has no effect, other than to be stored in the ring. If the ring can’t hold the spell, the spell is
expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing the ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell
attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell.
The spell cast from the ring is no longer stored in it, freeing the space.
The ring it appears to be a plain gold band, though tarnished and chipped. When the wearer casts an
arcane spell they feel cold and faint of breath (an unsettling experience that causes no damage or condition
change). A character may attune to this item in 1 minute.

[186] Armor (studded leather), rare


While wearing this armor, you gain a +1 bonus to AC.
You can also use a bonus action to speak the armor's command word and cause the armor to assume the
appearance of a normal set of clothing or some other kind of armor. The illusory appearance last until you
use this property again or remove the armor.
Any illusion of normal clothing and other types of armor created by this item can appear only to be of the
finest quality. No matter what form it takes, when you wear this item, your appearance draws the eye of
those around you. In its natural state, this armor is tight and immodestly cut. This item can be found in the
Dungeon Master’s Guide.

[187] This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at
dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is
destroyed.
Spells. While holding the wand, you can use an
action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5
charges) or hold person (2 charges).
Assisted Escape. While holding the wand, you
can use your reaction to expend 1 charge and gain
advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge
[187] This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at
dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is
destroyed.
Spells. While holding the wand, you can use an
action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5
charges) or hold person (2 charges).
Assisted Escape. While holding the wand, you
can use your reaction to expend 1 charge and gain
advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge
and gain advantage on any check you make to escape a grapple.
This wand it made of a piece of amber carved to look like strands of rope entwined around a skeletal hand
with the index finger outstretched. The owner’s dreams are plagued by nightmares of being buried alive and
leaving important things left unfinished. This item can be found in the Dungeon Master’s Guide.

[188] DMG 166


DRIFTGLOBE
Wondrous item, uncommon
This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command
word and cause it to emanate the light or daylight spell. Once used, the daylight effect can't be used again
until the next dawn.
You can speak another command word as an action to make the illuminated globe rise into the air and float
no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If
you mpve more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes
the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes
inactive, and its light winks out.

[189] Scartia’s advance 250


Dwarf lodestone necklace 300
Tarnished silver crown 200
Jade statue 200
Scrap metal 3
Ornate shield 50
Ivory statue 1,000
Dragon bone crown 1,500
Gem-encrusted goblet 200
Jewel-encrusted silver torc 500

[190] Dagger of Venom


Weapon (dagger), rare
You gain a +1 bonus to attack and damage rolls
made with this magic weapon.
You can use an action to cause thick black poison
to coat the blade. The poison remains for 1 minute or until an attack using the weapon hits a creature.
That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and
become poisoned for 1 minute. The dagger can’t be used this way again until the next dawn. This item can
be found in the Dungeon Master’s Guide.
This dagger is forged to appear as a knot of vipers, their tails becoming the pointed blade and heads agape
forming the hilt and guard. The wielder hears the sound of hissing snakes when within 120 feet of poison or
a venomous creature.

[191] Gemstone Necklace


Trinket, common
This gemstone at the center of this rather homely necklace glows as a light spell. This is the extent of its
enchantment.

[192] 6x Winter wolf pelt 50 each


Silvered dagger 51
Silvered shortsword 55
Gagg’s gems 600
Orog’s treasure 200
From Larga 500
[192] 6x Winter wolf pelt 50 each
Silvered dagger 51
Silvered shortsword 55
Gagg’s gems 600
Orog’s treasure 200
From Larga 500

[193] Bonds of Fear (Dimensional Shackles)


Wondrous item, rare
You can use an action to place these shackles on an
incapacitated creature. The shackles adjust to fit a
creature of Small to Large size. In addition to serving
as mundane manacles, the shackles prevent a
creature bound by them from using any method of
extradimensional movement, including teleportation
or travel to a different plane of existence. They don't
prevent the creature from passing-through an
interdimensional portal.
You and any creature you designate when you use
the shackles can use an action to remove them. Once
every 30 days, the bound creature can make a DC 30
Strength Athletics) check. On a success, the creature
breaks free and destroys the shackles. This item can
be found in the Dungeon Master’s Guide.
These chains are etched with twisted screaming
faces and clouds of fog. When placed upon a victim,
they are enveloped in mist an inch thick that
dampens hearing and vision passing through it. The
victim is only peripherally aware of the world
around them and even their loudest screams can be
heard only as the softest of whispers. Occasionally
shadowy forms can be seen moving through the
mist, as if the victim were not alone.

[194] Elf’s pearls 500


Elf’s torc 850
Omou’s art objects 250 each (max 12)

[195] Silvered arrows 50


Rubies 400 gp
Wax bust of Strahd von Zarovich 25 gp
János Anatall's pouch 100 gp
Watchtower trunks 150 gp
Spell components 120 gp
Candles 250 gp
Jewelry 1000 gp
Icon of the Evening Glory 200 gp
Painting of Tatyana 200 gp
Tatyana's gloves 25 gp
Tatyana's comb 25 gp
Tatyana's powder box 25 gp
Tatyana's hand mirror 25 gp

[196] Bracers of Defense


Wondrous Item, rare (requires attunement)
While wearing these bracers, you gain a +2 bonus to
AC if you are wearing no armor and using no shield.
These leather bracers are stitched with a symbol
of an open hand, bloodlessly pierced through the
palm with a heart shaped hole. The bracers fill the
wearer with the belief that that is love eternal,
regardless of creed, nationality, or vital signs. A
description of this item can be found in the Dungeon
Master’s Guide.
Wondrous Item, rare (requires attunement)
While wearing these bracers, you gain a +2 bonus to
AC if you are wearing no armor and using no shield.
These leather bracers are stitched with a symbol
of an open hand, bloodlessly pierced through the
palm with a heart shaped hole. The bracers fill the
wearer with the belief that that is love eternal,
regardless of creed, nationality, or vital signs. A
description of this item can be found in the Dungeon
Master’s Guide.

[197] Witch's Spellbook


This spellbook is covered in red leather and
decorated with an impression of a wolf's and a
raven's head. It contains the spells: alter self,
invisibility, ray of sickness, sleep, Tasha's hideous
laughter.
Esmae's Spellbook
This spellbook is covered in black velvet over metal
plates. The writing inside appears to be in blood. It
contains the spells: blight, charm person, cloudkill,
counterspell, crown of madness, disintegrate, dispel
magic, Evard’s black tentacles, finger of death,
fireball, hypnotic pattern, lightning bolt, magic
missile, misty step, polymorph, shield, witch bolt

[198] 2d4 small gemstones (worth 50 gp each).

[199] 2d8 small gemstones (50 gp each)


2d20 ep, each coin of Barovian mintage and featuring the profiled visage of Strahd von Zarovich

[200] 1st level (4 slots): comprehend languages.fog cloud, sleep


,. 2nd level (3 slots): detect thoughts, gust of wind, mirror image
3rd level (3 slots): animate dead,fireba/1, nondetection
-· 4th level (3 slots): blight, greater invisibility, polymorph
' 5th level (1 slot): animate objects, scrying

[201] 50kCP, 10kSP,10kGP,1kPP, 15 Gems(1500GP)

[202] 10,000 cp each. A third chest contains 1,000 gp. The fourth chest holds 500 pp
Ruby Pendant (750GP)
Book Collections (80,000GP)

[203] Jewelry(900GP)
2,500GP
150EP

[204] 3kEP, 300PP, 5 Gems (50GP each)


2100EP
Tapestry (750GP)

[205] Non-evil creatures take 1d10 Psychic damage every turn.


1st level: burning hands, charm person detect magic, find familiar, fog cloud, mage armor, protection from
evil and good, ray of sickness, sleep, Tasha's hideous laughter, unseen servant, witch bolt
2nd level: alter self, arcance lock, cloud of daggers, darkness, enelarge/reduce, invisibility, knock, misty
step

[206] Necklace (750GP), Holy Symbol (25GP)


Skull (2,800GP)
250PP, 1,100GP, 2,300EP, 5,200SP, 8kCP, 500GP
[206] Necklace (750GP), Holy Symbol (25GP)
Skull (2,800GP)
250PP, 1,100GP, 2,300EP, 5,200SP, 8kCP, 500GP

[207] • Cantrips (at will): Fire Bolt, light, Mage Hand, Prestidigitation, Shocking Grasp
• 1st level (4 slots): Detect Magic, Identify, mage armor*, Magic Missile
• 2nd level (3 slots): Detect Thoughts, Mirror Image, Misty Step
• 3rd level (3 slots): Counterspell,fly, Lightning Bolt
• 4th level (3 slots): Banishment, Fire Shield, stoneskin*
• 5th level (3 slots): Cone of Cold, Scrying, Wall of Force
• 6th level (1 slot): Globe of Invulnerability
• 7th level (1 slot): Teleport
• 8th level (1 slot): mind blank*
• 9th level (1 slot): Time Stop

[208] 140EP, 70PP


150EP, 1500GP
Silverware (150GP)

[209] --Victor's Spellbook--


0th- acid splash, fire bolt, light, mage hand, mending, prestidigitation
1st-detect magic, mage armor, magic missile, mending shield, thunderwave
2nd- darkvision, levitate, misty step, suggestion
3rd - animate dead, counterspell, fireball, fly, glyph of warding, remove curse
4th- blight, greater invisibility, ice strom

[210] Goblet (250GP), Decanter (250GP), Candelabras (100GP), Urn (100GP)


180EP
50EP, 600GP, 50GP, Holy Symbols (150GP), Hand Xbow (250GP), Case (100GP)
30SP, 12EP

Hubcaps (500GP)
1,200EP, 650GP, Box (250GP), Jewelry (300GP), Vial (100GP), throne (750GP)

[211]
5th- cloudkill, cone of cold

--Kasmir's Spellbook--
0th- fire bolt, light, mage hand, prestidigitation, ray of frost
1st- comprehend languages, detect magic, identify, mage armor, magic missile, prot. evil and good, shield
2nd- arcane lock, hold person, locate object misty step, suggestion
3rd - counterspell, fireball, fly, nondetection
4th- greater invisibility, ice strom, polymorph
5th- cone of cold, wall of stone

[212] Jewelry(150GP)

[213] Holy Symbol (250GP)

[214] Sun Disk (750GP)


Crystal Flask (250GP)
4 Candelabras (250GP ea)
[214] Sun Disk (750GP)
Crystal Flask (250GP)
4 Candelabras (250GP ea)

[215] grants good aligned creature holding it +1 to saving throws

[216] 1,300GP, 2,500GP

[217] Gold String(50GP), Sculpture(100GP)


Pots(50GP), Holy Symbol(100GP)

[218] 50GP, 270EP, 250SP, Locket(25GP), Gems(50GP)

[219] 50GP, 270EP, 250SP, Locket(25GP), Gems(50GP)

[220] Made from spongy, black length of wood. its evil makes beasts visibly uncomfortable while within 30
ft. the staff has 10 charges and regains 1d6+4 of its expended charges at dusk.
if the staff is broken or burned into ashes its wood releases a terrible, in human scream that can be heard
out to a range of 300 ft. all blights that can hear the scream immediately wither and die.
"Vampiric Strike" the staff can be wielded as a magic quarterstaff. On a hit it deals damage as a normal
quarterstaff, and you can expend 1 charge to regain a number of hitpoitns equal to the damage dealt by the
weapon. Each time a charge is spent, red blood oozes from the staff's pores, and you must succeed a
DC12 Wisdom saving throw or be afflicted with short-term madness
"Blight Bane" While you are attuned to the staff, blights and other evil plant creatures dont regard you as
hostile unless you harm them

[221] Glasses(250GP), 100GP


Amulet(1kGP)
Hawks(1kGP)
Tons of Treasure - too much to list

[222] Tome is untradeable, and permanently counts toward magic item count.

Staff imposes Flaw: "I crave power above all else, and will do anything to obtain more of it."

[223] Robe patches: bag of 100gp, iron door, wooden ladder, riding horse, pit, rowboat, spell scroll of
moonbeam, mastiffs

Ewer turns any poisonous liquid poured into it into sweet wine, and can create a gallon of wine/day.

[224] --Neferon's Spellbook--


0th- fire bolt, mage hand, minor illusion, prestidigitation
1st- detect magic, identify, shield, Tenser's floating disk
2nd- detect thoughts, mirror image, phantasmal force, suggestion
3rd- counterspell, fear, fireball
4th- banishment, dimension door
5th- contact other plane, hold monster
6th- chain lightning
7th- finger of death
8th- mind blank

--Vilnius' Spellbook--
0th- fire bolt, mage hand, prestidigitation
1st- detect magic, mage armor, magic missile, shield
2nd- misty step, suggestion
3rd- counterspell, fireball, fly
4th- greater invisibility, ice storm
5th- cone of cold
--Vilnius' Spellbook--
0th- fire bolt, mage hand, prestidigitation
1st- detect magic, mage armor, magic missile, shield
2nd- misty step, suggestion
3rd- counterspell, fireball, fly
4th- greater invisibility, ice storm
5th- cone of cold

--(Exethanter) Lich's Spellbook--


0th- mage hand, prestidigitation, ray of frost
1st- detect magic, magic missile, shield, thunderwave
2nd- detect thoughts, invisibility, Melf's acid arrow, mirror image
3rd- animate dead, counterspell, dispel magic, fireball
4th- blight, dimension door
5th- cloudkill, scrying
6th- disintegrate, globe of invulnerability
7th- finger of death, plane shift
8th- dominate monster, power word stun
9th- power word kill

Special: The library holds all PHB spells if the password is gotten from the lich, but they must be copied in-
game and can not be removed from the library

[225] BLOOD SPEAR


Weapon (spear), uncommon (requires attunement)
When you hit with a melee attack using this magic
spear and reduce the target to O hit points, you gain 2d6
temporary hit points.

[226] Milestone Leveling

[227] Includes sold non-magical loot

[228] 1st- disguise self, mage armor, identify, magic missile, protection from evil and good

2nd- darkvision, hold person, invisibility, magic weapon

[229] 5 1-2 hour missions. Rewards shown are for each

[230] each

[231] each

[232] Goblin Raider Treasure 1


Hobgoblin OR Bugbear Treasure 49
Ring Mail 30
Well-made Shortbow 25
Payment for Statue or Goods
Toenails 100

[233] Wondrous item, uncommon (requires attunement)


While wearing these bracers, you have proficiency
with the longbow and shortbow, and you gain a +2
bonus to damage rolls on ranged attacks made with
such weapons. This item can be found in the Dungeon
Master’s Guide.
These bracers are bulky with hexagon designs
along them that do not match any common racial or
family styling.
In addition, the hexagons turn blue in the cold or a
warm orange in heat. The bearer suffers no harm in
temperatures as cold as -20 degrees Fahrenheit or as
warm as 120 degrees Fahrenheit.
Master’s Guide.
These bracers are bulky with hexagon designs
along them that do not match any common racial or
family styling.
In addition, the hexagons turn blue in the cold or a
warm orange in heat. The bearer suffers no harm in
temperatures as cold as -20 degrees Fahrenheit or as
warm as 120 degrees Fahrenheit.

[234] Sprites 150


Gnoll Scouts 30
Gnoll Hunting Party 120
Quest Reward 200

[235] Wondrous item, uncommon (requires attunement)


While wearing this brooch, you have resistance to
force damage, and you have immunity to damage
from the magic missile spell. This item can be found in
the Dungeon Master’s Guide.
This brooch is fashioned from a tiny leaf inlaid in
gold and silver. While the leaf is not alive, it changes
color depending on the season as if it were.

[236] Bronze armband 55


Large moonstone 50
Gold beard-clips 115
Mama's gems 180

[237] Rainbow tourmaline 10


Topaz 10
Jet 10
Diamond paperweight 25
Complete mission award 150
Jeweler’s tools 25
Gold & gems 200

[238] Spellboook contains: absorb elements, catapult, ice


knife, earth tremor, dust devil, skywrite, and wall of water (all from Princes of the Apocalypse Appendix B).

[239] Quasit's Essense


Optional rule, unique (requires attunement by a warlock with a quasit familiar)
The quasit K’nap, long trapped in Durlag’s Tower with the obese and foul nalfeshnee Schvalt,
demonstrated a greater-than-average ability to perform autonomous actions. You have retained a bit of his
fleeting essence, and may choose to bolster your own quasit familiar using a powerful ritual that requires
the destruction of a powerful magic item (the Staff of Thunder and Lightning). If you perform this ritual, your
quasit familiar grants you access to the Variant: Quasit Familiar rule from the Monster Manual.

[240] Weapon (battleaxe), very rare


This impressive battleaxe possesses a massive haft with a huge gear turning gently atop it. Connected to
the gear are a series of gnashing blades that extend when the weapon is wielded against giants. As a
bonus action, a dwarf or a character that worships a dwarven deity may brandish this weapon and gain
advantage on one Charisma (Intimidation) check. Once this property has been used, it can’t be used again
until the following dawn. A description of this item can be found in the Player Handout 3.

[241] Goblin Treasure 5


Emblazoned Greatsword 50
Silvered Helix Necklace 15
Ornamental Leaf necklace 20
Gambling Pile of Coin 80
Quest Reward 100
[242] Payment from the King 500 gp each
Ambushers gold 250 gp
Giants' coinage 450 gp

[243] The Factions now have access to a store of ore that has been sustain prolonged exposure to unusual
elemental energies. If you are Rank 2 or higher with a faction, you may spend 60 downtime days to assist
your faction with the crafting and fitting of a suit of nonmagical metal armor. You must pay the full price of
the armor, however, when complete, it bestows resistance to fire damage when worn.
As a nonmagical suit of armor, this item is non-tradeable.

[244] 1st level charm person, comprehend languages, magic missile, shield, mage armor

2nd level crown of madness, gust of wind, levitate, continual flame, mirror image, misty step, shatter

3rd level nondetection, protection from energy, tongues, hypnotic pattern, slow

4th level conjure minor elementals, greater invisibility, Otiluke's resilient sphere, arcane eye, fire shield

5th level cone ofcold, contact other plane, modify memory

6th level mass suggestion

[245] Reward from Harnoth for exploring Ironslag and returning with evidence of a successful mission such
as Duke Zalto's head.

[246] 1st level: alarm, identify, magic missile, shield, thunderwave, unseen
servant
2nd level: arcane lock, continual flame, gust of wind, invisibility,
knock, mirror image
3rd level: dispel magic, glyph of warding, haste, hypnotic pattern,
lightning bolt, sending
4th level:fabricate, ice storm, Leomund's secret chest, Mordenkainen's
faithful hound, stoneskin
5th level: Bigby's hand, cloudki/1, geas, wall off orce
6th level: globe of invulnerability, guards and wards, true seeing
7th level: Mordenkainen's sword, reverse gravity, Sansuri's
simulacrum (see below)
Sansuri's version of the simulacrum spell allows her
to create multiple duplicates of the same creature-but
it requires powdered diamond worth 5,000 gp as an
additional material component. The powdered diamond,
like the powdered ruby also needed to cast the spell,
must be sprinkled over the duplicate and is consumed
by the spell.

[247] l st level: detect magic, disguise self. identify, mage armor, magic
missile, thunderwave
2nd level: darkvision, detect thoughts, mirror image, misty step,
suggestion
3rd level: counterspe/1,fly, lightning bolt, sending, water breathing
4th level: arcane eye, banishment,fire shield, ice storm, stoneskin
5th level: cone of cone, scrying, seeming, teleportation circle,
wall of force
6th level: chain lightning,jlesh to stone, globe of invulnerability
7th level: prismatic spray, teleport
8th level: dominate monster, mind blank
9th level: time stop
3rd level: counterspe/1,fly, lightning bolt, sending, water breathing
4th level: arcane eye, banishment,fire shield, ice storm, stoneskin
5th level: cone of cone, scrying, seeming, teleportation circle,
wall of force
6th level: chain lightning,jlesh to stone, globe of invulnerability
7th level: prismatic spray, teleport
8th level: dominate monster, mind blank
9th level: time stop

[248] bestow curse, blight, blindness/deafness, comprehend languages, darkness, darkvision, dispel magic,
fear, Evard’s black tentacles, find familiar, and witch bolt.

[249] 1st level (4 slots): magic missile, shield, thunderwave


2nd level (3 slots): mirror image, web
3rd level (3 slots): dispel magic.fear, haste, stinking cloud

[250] Could be lower or higher depending on race winnings

[251] This quarterstaff features a blunted iron hook on one end and is used by dinosaur wranglers to goad
ornery beasts in their charge into doing what they’re supposed to. The staff is carved from dark, smooth
wood and decorated with feathers.

[252] The green-tinted lenses of these goggles are set in frames of platinum and jade and held in place with
a broad strap of matte-black leather. When worn, the wearer finds their sense of smell unusually strong,
and living creatures they can see are visualized in varying shades of blues, reds, and yellows that
correspond to their body’s natural heat.

[253] This bright yellow pearl is set in a ring of black iron and glows with a warm, yellow light. The ring has
been fashioned into the shape of a serpent that twists around its wearer’s finger with the pearl clutched in
its mouth. While attuned to the pearl, the wearer’s dreams are consumed by a pair of yellow, serpentine
eyes staring from fathomless darkness.

[254] Includes 2500 GP representing the 500 GP per player

[255] Includes a 400gp award to each party member, assuming a 5 member party.

[256] Story Award: Verse vs. Verses


Anyone participating in the Conversation with Crannaston encounter in the upper chamber is haunted for
weeks by the following two lines of prose:
Past the dark depths of the forest
You find the lock and hold the key
The character knows that it is the second verse to a poem but cannot make it out in their head. However,
they are sure to recognize it immediately if heard or read. This verse haunts you until you know it
completely.

[257] Wondrous item, very rare (requires attunement)


This monstrous batiri goblin mask is made of lacquered wood and its gems carved to resemble numerous
unblinking eyes. When a gem is used, the surrounding wood closes around it like an eyelid. When found,
the helm has 6 diamonds, 5 rubies, 17 fire opals, and 34 opals.

[258] Story Award: Dead Men Tell Tales.


You have found a never-before-published chapter of Of the Fall of Netheril, penned by the lich Rhaugilath
the Ageless. The chapter addresses the architectural design of the Netherese enclave of Orbedal, which
was ruled by Rhaugilath. This book would be of great interest to a sage of ancient history and could be
used to gain access to the great library at Candlekeep.

[259] All spells in the mage stat block

[260] Ten suits of scale armor, fifty


scimitars, twenty longbows, twenty shortbows, and fifty quivers containing twenty arrows each. The value
here assumes all are sold for half their value.
[261] The shield has a minor magical property: words spoken by the shield's bearer are amplified and
sound ten times louder than normal.

[262] All the spells Ras Nsi has prepared

[263] In the form of 5 Explorers' Packs, halved assuming they are sold

[264] Lighting a block creates a hazy cloud that fills a 20-foot-diameter sphere and moves with the block.
Any creature that starts its turn in the cloud and breathes the air must succeed on a DC 16 Constitution
saving throw or fall into a dreamlike stupor laced with nightmarish visions.
Though it remains awake, the c reat u re is poisoned.
Even yuan-ti are vulnerable to this effect, which last s
for 1 hour after a creature leaves the cloud, or until it
receives a lesser restoration spell or similar magic.

[265] Contains a trickster spirit, item turns to dust when it leaves the Tomb of the Nine Gods unless the
spirit is pleased.

[266] Contains a trickster spirit, item turns to dust when it leaves the Tomb of the Nine Gods unless the
spirit is pleased.

[267] Contains a trickster spirit, item turns to dust when it leaves the Tomb of the Nine Gods unless the
spirit is pleased.

[268] 1st level: alarm, comprehend languages, detect magic,


expeditious retreat, identify, illusory script, sleep, Tenser's floating disk
2nd level: arcane lock, cloud of daggers, flaming sphere, knock
3rd level: dispel magic, fireball

[269] Devlin's staff is a staff of striking, but any character who attunes to it transforms into a goat-humanoid
hybrid over the course of 3 days. Tieflings are immune to this curse. Throughout the first day, shaggy fur
begins to grow all over the cursed character's body. After 24 hours, the character's eyes become goat-like,
and stumpy horns sprout from the brow. On the last day, the character's fingers and toes meld into double
digits, and the horns grow to full length. This transformation doesn't prevent the character from wielding
weapons or casting spells. Remove curse, greater restoration, or any other effect that ends a curse
restores the character's original appearance, but only a wish spell can rid the staff of its power to transform
those who attune to it.

[270] Contains a trickster spirit, item turns to dust when it leaves the Tomb of the Nine Gods unless the
spirit is pleased.

[271] Contains a trickster spirit, item turns to dust when it leaves the Tomb of the Nine Gods unless the
spirit is pleased.

[272] Includes half the value of a Scholar's Pack

[273] 1st level (4 slots): detect magic, expeditious retreat,featherfall, thunderwave


2nd level (3 slots): darkness, hold person, rope trick
3rd level (3 slots): dispel magic, lightning bolt
4th level (3 slots): blight, wall of fire
5th level (1 slot): telekinesis

[274] Includes half the value of a Dungeoneer's Pack

[275] Includes value for selling a non-magical shield


[276] Contains a trickster spirit, item turns to dust when it leaves the Tomb of the Nine Gods unless the
spirit is pleased.

[277] Contains a trickster spirit, item turns to dust when it leaves the Tomb of the Nine Gods unless the
spirit is pleased.

[278] Contains a trickster spirit, item turns to dust when it leaves the Tomb of the Nine Gods unless the
spirit is pleased.

[279] Mirror attached to the wall with Sovereign Glue

[280] Acererak placed a curse on the necklace, which can be revealed by an identify spell. When any
creature dons the cursed necklace, all its beads detonate at once. Each creature in a 20-foot-radius sphere
centered on the exploding necklace must make a DC 15 Dexterity saving throw, taking 56 (16d6) fire
damage on a failed save, or half as much damage on a successful one. The wearer of the necklace fails
the saving throw automatically. A remove curse spell or similar magic removes the curse from the necklace.

[281] Black Key. The recipient gains a charm of nine lives. When you drop to 0 hit points as a result of
taking damage, you can choose to drop to 1 hit point instead. Once used nine times, the charm goes away.
Blue Key. The recipient gains a charm of the crystal heart. This charm grants you immunity to piercing and
slashing damage from nonmagical attacks, but you gain vulnerability to bludgeoning damage. These effects
last for 10 days, after which the charm vanishes from you.
Gold Key. The recipient gains a charm of treasure sense. While this charm lasts, you can use an action to
pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 30 feet of
you. The effect lasts for 3 days, after which the charm vanishes from you.
Green Key. The recipient gains a charm of the swollen hag. This charm allows you to spit up a frog as an
action. The frog understands you and obeys your commands. Once used three times, the charm goes
away.
Purple Key. The recipient gains a charm of the maimed. This charm allows you to regrow a lost appendage
or organ, such as an arm, a foot, or an eye. After it is used once, the charm goes away.
Red Key. The recipient gains a charm of the ghoul. This charm allows you to use an action to eat a
mouthful of flesh from a humanoid that has been dead no longer than 1 day. When you do, you regain 3d8
+ 3 hit points. Once used three times, the charm goes away.

[282] Contains a trickster spirit, item turns to dust when it leaves the Tomb of the Nine Gods unless the
spirit is pleased.

[283] Includes selling a Dungeoneer's pack and Studded Leather armor

[284] The sword has a minor magical property: its bearer gains the ability to speak and understand the
Draconic language.

[285] Strawbundle's Charm. While you have Strawbundle in your possession, this charm allows you to cast
the etherealness spell as an action, no components required. After it is used three times, the charm
vanishes.
Clay No-Face's Charm. While you have Clay NoFace in your possession, you don't need to eat, drink, or
breathe. These benefits last for 30 days while the doll is in your possession, after which the charm vanishes
from you.
]oho's Charm. While you have Joho in your possession, it grants you the benefit of a helm of
comprehending languages. This benefit lasts for 7 days while the doll is in your possession, after which the
charm vanishes from you.

[286] From the DDAL Death Curse Primer:


Sphere of Annihilation. The sphere winks out of existence, and is removed from its owner’s magic item
count if it is moved outside of the tomb.
Staff of the Forgotten One. A character possessed by the staff breaks the staff at the first opportunity. This
doesn’t reduce their magic item count.
[286] From the DDAL Death Curse Primer:
Sphere of Annihilation. The sphere winks out of existence, and is removed from its owner’s magic item
count if it is moved outside of the tomb.
Staff of the Forgotten One. A character possessed by the staff breaks the staff at the first opportunity. This
doesn’t reduce their magic item count.

[287] The first three spellbooks contain 1d6 spells each of 1st through 3rd level. The fourth and fifth
spellbooks contain 1d4 spells each of 4th through 6th level. The sixth spellbook has a title (X the Mystic's
Arcane Grimoire) burned into its spine and contains 1d3 spelIs each of 7th through 9th level.

[288] 5 gallons of tej sold at half price at Port Nyanzaru prices

[289] Rain catcher and mess kit

[290] 10 day supply of rations

[291] 20 day supply of rations

[292] 50 day supply of rations

[293] 1d4 5 gallon casks of water


Barrels cost 2gp, so the empty casks could be sold for 1gp each

[294] 1d4 casks of tej

[295] 1d4 climber's kits

[296] 2d4 antitoxin

[297] 1 tube insect repellent salve

[298] 1d4 quivers, each with 1d20 arrows

[299] Cannoe with 6 paddles

[300] 2 hooded lanterns, 10 flasks of lamp oil

[301] Tent

[302] 1d4 explorer's packs

[303] 2d10 daggers

[304] navigator's tools

[305] 1d10 woolen clothing

[306] cartographer's tools

[307] Tent

[308] 1d4 Healer's kits

[309] 2 tents

[310] 1d10 silvered arrows


10 silvered cost 50 gp, so 1 is worth 5 and can be sold for 2.5

[311] Young hadrosauruses can be sold to Ifan Talro'a in Port Nyanzaru for 50 gp each, or 100 gp if a
character suceeds on a DC 15 Charisma Persuation check
[312] Hatchling and two eggs can be sold to Ifan Talro'a in Port Nyanzaru for 50 gp each or 150 gp with a
successful DC 15 Charisma (Persuasion) check.

[313] 2d6 flying snakes can be sold to Ifan Talro'a in Port Nyanzaru for 25 gp each or 50 gp each with a
successful DC 15 Charisma (Persuasion) check.

[314] 1d3 Kamadan cubs can be sold to Ifan Talro'a in Port Nyanzaru for 150 gp each or 300 gp each with
a successful DC 15 Charisma (Persuasion) check.

[315] AL ruled to be not lootable

[316] Amid the refuse is a ring made of lapis lazuli (25 gp). The ring has a magical quirk that causes its
wearer to experience a recurring nightmare after sleeping for more than 1 hour with the ring on. The
nightmare is vivid: the wearer is engulfed by a sperm whale while clinging to a floating barrel on a stormy
sea. After being swallowed whole in the nightmare, the ring wearer awakens, no worse for wear.

[317] Almost all the treasure is adventuring equipment and thus can be sold for half its value, but trade
goods (salt) and art items (Maztican vintage, the wedding gown, and the steel helm) are sold for full value.
There are two pitchers of wine in one gallon, so the 40 gallons of common wine fetches half the value of 80
pitchers of common wine (2 sp each). There are 128 ounces in a gallon, so the 10 gallons of ink can
produce 1,280 1-ounce ink bottles. The value of each ink bottle to a merchant is reduced by the cost of a
bottle (2 gp), so each fetches half of 8 gp.

[318] Pearlescent conch shell that weights 2 pounds. The conch radiates an aura of evocation magic under
the scrutiny of a Detect Magic spell or similar effect. An Identify spell reveals that the conch is a single-use
magic item with the follwing property: a creature can use an action to blow the conch like a horn, creating
an effect identical with that of a Leomund’s Tiny Hut spell. The conch disappears once the spell takes
effect. The effect ends if the creature that blew the horn leaves the spell’s area.

[319] 20 percent chance per trove to find the obsidian figurine, only one can be found, it is a quest item

[320] Zaldara's Spellbook contains all of the spells a Lich has prepared, plus: Alter Self, Antimagic Field,
Dream, Etherealness, Evard's Black Tentacles, Feather Fall, Fly, Gaseous Form, Hold Monster, Magic
Mouth, Major Image, Mass Suggestion, Phantom Steed, Protection from Evil and Good, Telekinesis,
Teleport, Tenser's Floating Disk, Tongues, True Seeing, Vampiric Touch, Wall of Fire, and Wish

[321] DM's Guild Adept Rule: For adventures that allow you to roll random treasure, the DM does not roll,
but instead may choose a +X weapon, +X armor, or consumable item appropriate for the tier being played.

[322] DM's Guild Adept Rule: For adventures that allow you to roll random treasure, the DM does not roll,
but instead may choose a +X weapon, +X armor, or consumable item appropriate for the tier being played.

[323] DM's Guild Adept Rule: For adventures that allow you to roll random treasure, the DM does not roll,
but instead may choose a +X weapon, +X armor, or consumable item appropriate for the tier being played.

[324] DM's Guild Adept Rule: For adventures that allow you to roll random treasure, the DM does not roll,
but instead may choose a +X weapon, +X armor, or consumable item appropriate for the tier being played.

[325] DM's Guild Adept Rule: For adventures that allow you to roll random treasure, the DM does not roll,
but instead may choose a +X weapon, +X armor, or consumable item appropriate for the tier being played.

[326] DM's Guild Adept Rule: For adventures that allow you to roll random treasure, the DM does not roll,
but instead may choose a +X weapon, +X armor, or consumable item appropriate for the tier being played.

[327] DM's Guild Adept Rule: For adventures that allow you to roll random treasure, the DM does not roll,
but instead may choose a +X weapon, +X armor, or consumable item appropriate for the tier being played.
[328] DM's Guild Adept Rule: For adventures that allow you to roll random treasure, the DM does not roll,
but instead may choose a +X weapon, +X armor, or consumable item appropriate for the tier being played.

[329] DM's Guild Adept Rule: For adventures that allow you to roll random treasure, the DM does not roll,
but instead may choose a +X weapon, +X armor, or consumable item appropriate for the tier being played.

[330] DM's Guild Adept Rule: For adventures that allow you to roll random treasure, the DM does not roll,
but instead may choose a +X weapon, +X armor, or consumable item appropriate for the tier being played.

[331] DM's Guild Adept Rule: For adventures that allow you to roll random treasure, the DM does not roll,
but instead may choose a +X weapon, +X armor, or consumable item appropriate for the tier being played.

[332] WITCHWEED
Wondrous item, rare
This pungent alchemical paste is refined from the leaves of the witchweed bush: a tobacco-like plant native
to Chessenta. Packed into paper tubes, the paste can be burned like a torch to create a 10-foot radius
sphere of light smoke that interferes with spellcasting. Cantrips won’t function within the area of the smoke,
and all other spells require a spellcasting slot of one level higher than usual to cast. The smoke lasts for 1
minute, or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

[333] DM's Guild Adept Rule: For adventures that allow you to roll random treasure, the DM does not roll,
but instead may choose a +X weapon, +X armor, or consumable item appropriate for the tier being played.

[334] DM's Guild Adept Rule: For adventures that allow you to roll random treasure, the DM does not roll,
but instead may choose a +X weapon, +X armor, or consumable item appropriate for the tier being played.

[335] Two new magic items are presented therein… a darkling necklace and tree spirit weapon. These are
to be replaced with a cloak of elvenkind and a +1 weapon appropriate to the story of the adventure. That
said, if you happen to be lucky enough to play this adventure with Shawn Merwin (author), Shawn will have
certificates for the new magic items as published.

[336] Darkling Necklace


Wondrous item, rare (requires attunement)
This necklace includes a black pearl that contains a part of a darkling's soul. Once attuned, the wearer
gains advantage on Stealth checks made in dim light or total darkness. Also, once per day as an action the
wearer can cast Darkness as per the 2nd-level evocation spell. However, the user must succeed on a DC
10 Intelligence saving throw or be blinded for as long as the spell lasts. Once it is donned, it can only be
removed with a remove curse spell.

[337] Two new magic items are presented therein… a darkling necklace and tree spirit weapon. These are
to be replaced with a cloak of elvenkind and a +1 weapon appropriate to the story of the adventure. That
said, if you happen to be lucky enough to play this adventure with Shawn Merwin (author), Shawn will have
certificates for the new magic items as published.

[338] Tree Spirit Weapon


Weapon (any wooden bludgeoning or piercing), rare (requires attunement)
A tree spirit weapon is one crafted from the wood of a sentient tree. The spirit of the tree remains in the
wood, and therefore the weapon contains a sentience.
The bonuses provided by a tree spirit weapon are dependent on the level of the person to whom it is
attuned. In this way, the tree spirit weapon is progressive: it gets more powerful-and more dangerous to
wield-as the attuned wielder becomes more powerful as well.
Use the the chart below to determine the powers and strength of the tree spirit weapon. The attack and
damage bonuses are not cumulative, but the other traits are:
Level Traits
1-4 +1 bonus to attack and damage rolls, wielder feels the desires of the tree spirit
5-10 +2 bonus to attack and damage rolls, wielder gains flaw "constantly hears the voice of the tree spirit"
11-16 +3 bonus to attack and damage rolls, wielder makes Constitution saving throws at advantage,
wielder's movement is reduced by 10 feet
17-20 +4 bonus to attack and damage rolls, wielder gains resistance to bludgeoning damage, wielder gains
vulnerability to fire damage that cannot be removed
Use the the chart below to determine the powers and strength of the tree spirit weapon. The attack and
damage bonuses are not cumulative, but the other traits are:
Level Traits
1-4 +1 bonus to attack and damage rolls, wielder feels the desires of the tree spirit
5-10 +2 bonus to attack and damage rolls, wielder gains flaw "constantly hears the voice of the tree spirit"
11-16 +3 bonus to attack and damage rolls, wielder makes Constitution saving throws at advantage,
wielder's movement is reduced by 10 feet
17-20 +4 bonus to attack and damage rolls, wielder gains resistance to bludgeoning damage, wielder gains
vulnerability to fire damage that cannot be removed

[339] Mushroom with the effects of a potion of invulnerability. Anyone who eats it, however, must also make
a DC 10 Constitution saving throw or be poisoned for 1 hour.

[340] +1 Greataxe. If the wielder attunes to Whipser, it becomes a +2 Greataxe, the wielder gains
darkvision to 120 feet, and the wielder gains adantage on Stealth checks. However, while attuned the
wielder can only speak in whispers.

[341] * A skull with an inlay of silver and gold. It's magical, acting as a Bullseye Lantern without the need for
oil, casting light from the eye sockets for up to one hour per day when someone holding the skull wills it to
do so. It can be sold for 300 gp.
* A pair of wooden gecko earrings. After being worn for at least 1 day, the wearer becomes proficient in
Strength (Athletics) checks to climb, as long as their hands and feet are bare and touching the surface. The
earrings can be sold for 400 gp. The wearer, however, has an insatiable urge to eat insects.

[342] Ceremonial ivory-tipped arrows worth 50 gp total (which are +1 Arrows if used)

[343] If they like, at any future point, they can seek out the yuan-ti to exploit this connection and transform
into a yuan-ti pureblood, keeping their ability scores but losing their current racial features and gaining:
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it
were dim light. You can’t discern color in darkness, only shades of gray.
Innate Spellcasting. You know the poison spray cantrip. You can cast animal friendship an unlimited
number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast
suggestion with this trait. Once you cast it you can’t do so again until you finish a long rest. Charisma is
your spellcasting ability for these spells
Magic Resistance. You have advantage on saving throws against spells and other magical effects.
Poison Immunity. You are immune to poison damage and the poisoned condition.

[344] Spare
Weapon (longsword), legendary (requires attunement by
a creature of non-evil alignment)
Only recently uncovered from the depths of the Sanrach Mountains, Spare is an exquisitely crafted
longsword with a blackened steel blade and a hilt fashioned into the head of a dragon. It has all of the
properties of a flame tongue (see "Treasure" in chapter 7 of the Dungeon Master's Guide).
Once per day, while the weapon is unsheathed, it can be used to cast vicious mockery as a 7th-level
spellcaster (spell save DC 14). Once used, this ability cannot be used again until a the completion of a long
rest.
Sentience. Spare is a sentient chaotic good weapon with an Intelligence of 14, a Wisdom of 11, and a
Charisma of 16. It has hearing and normal vision out to a range of 60 feet.
The weapon can speak, read, and understand Common, Elvish, and Drow.
Personality. (see The Risen Mists pg 26)
Lore. (see The Risen Mists pg 26)

[345] Total reward from Eledstra 100


Adamantine chunk (if sold) 50
Total reward from Zellani 100

[346] You
can sell this chunk for 50 gp, or you can use the ore
to craft a new weapon (it cannot be retroactively
applied to an existing item). If you have multiple
copies of this certificate, then you may combine
them to forge a larger item.
Only the items listed on this certificate may
be forged using this certificate. Each item costs
the listed number of chunks (each copy of this
[346] You
can sell this chunk for 50 gp, or you can use the ore
to craft a new weapon (it cannot be retroactively
applied to an existing item). If you have multiple
copies of this certificate, then you may combine
them to forge a larger item.
Only the items listed on this certificate may
be forged using this certificate. Each item costs
the listed number of chunks (each copy of this
certificate represents one chunk and all certificates
used must be voided at the same time; note the
transaction on your logsheet).
1 chunk – dagger, light hammer, sickle
2 chunks – handaxe, javelin, mace, spear, scimitar,
shortsword, trident
3 chunks – battleaxe, flail, longsword,
morningstar, rapier, war pick, warhammer
4 chunks – glaive, greataxe, greatsword, halberd,
lance, maul, pike
An adamantine weapon has the same game statistics
as a normal (non-magical) weapon of its type, but its
attacks can bypass the damage resistance of certain
types of creatures.
In addition to voiding the certificates needed to
create the item, you must also pay the item’s normal
market price as listed in the Player’s Handbook.
Record the transaction on your logsheet. The item
you forge does not have its own certificate and
therefore is not tradable.

[347] Total reward from Eledstra 500


Gold ingots 200
Black sapphire 300

[348] Total reward from Davol 200


Total reward from Eledstra 200
Part 4 Treasure 500

[349] Original module says 4500/6000 This is a typo being corrected by Baldman Games

[350] Fizzlebottom’s offer 300


Holy Symbol of Gond 15
Diamond Dust 20
Silver Flakes 10
Set of Tiger’s Eye Orbs 10
Hematite 10
Coal 10
Quartz Catspaw 10
Cyric Holy Pendant 10
Cockatrice Eggs 10
Cyric Holy Symbol 10
Raw Diamonds 2500

[351] These delicate, goatskin gloves are colored with a


bright green pigment and slip onto the wearer’s
hands effortlessly. While wearing these gloves,
the wearer experiences irresistible generosity,
expressing compliments to those around them and
spending coin for the benefit of others without
hesitation. Unlike conventional gloves of thievery,
these gloves do not turn invisible when worn, but
shrink or grow to accommodate a small or medium
wearer’s size.
hands effortlessly. While wearing these gloves,
the wearer experiences irresistible generosity,
expressing compliments to those around them and
spending coin for the benefit of others without
hesitation. Unlike conventional gloves of thievery,
these gloves do not turn invisible when worn, but
shrink or grow to accommodate a small or medium
wearer’s size.

[352] Cultists’ wealth 200


Cyric’s Bible 100 or 200
Cyric’s Ceremonial Blades 50 each (800 total)
The High Sail’s Reward 100 per character

[353] Vicious Mace


Weapon (mace), rare
A description of this item is in the Dungeon
Master’s Guide. This mace is crafted into the image
of a clenched fist wearing spiked gauntlets. It
functions as a holy symbol of Bane when wielded.
A cleric or paladin of Bane has advantage on
Charisma (Intimidation) checks against followers
of Bane.

[354] Lord Hulmaster’s payment (Intro) 500-550


Suitors gold (Part 1: Charmed Life) 300
Dr. Mingli’s jewelry (Part 2) 400
Cursed items 1,000

[355] Art object (3 total) 100 gp per


Gold ring (10 total) 10 gp each
Hulburg signet ring* x #PCs 25 gp each
Reward Lord Hulmaster 500 gp
Silver flask (remnant of Tears
of Lathander) 100 gp
Silver Holy Symbols (3 total) 50 gp each
Silvered Longsword 115 gp
Silvered Mace 105 gp
Silvered Arrows (per 10) 100 gp

[356] Estrellae’s reward (Part 1) 200


Gragdowell’s reward (Part 2 & 3) 1,000
Hostage Takers’ Hideout (Part 2) 100
Smugglers’ Cave (Part 2) 100
Red Plume Guardhouse (Part 2) 100
Descent Into Darkness (Part 2) 100
Walk of Welcome (Part 3) 100
Garbage Disposal (Part 3) 100
Holding Cells (Part 3) 300
Granny’s Room (Part 3) 100
Sunken Garden (Part 3) 1,000

[357] These delicate, goatskin gloves are colored with a


bright green pigment and slip onto the wearer’s
hands effortlessly. While wearing these gloves,
the wearer experiences irresistible generosity,
expressing compliments to those around them and
spending coin for the benefit of others without
hesitation. Unlike conventional gloves of thievery,
these gloves do not turn invisible when worn, but
shrink or grow to accommodate a small or medium
wearer’s size.
the wearer experiences irresistible generosity,
expressing compliments to those around them and
spending coin for the benefit of others without
hesitation. Unlike conventional gloves of thievery,
these gloves do not turn invisible when worn, but
shrink or grow to accommodate a small or medium
wearer’s size.

[358] Audience Stones (Sending Stones)


Wondrous item, uncommon
These smooth stones made of marble have the crest
of Hillsfar carved into them. As well as the properties
described in the Dungeon Master’s Guide (pg. 199), these
stones also have the ability to directly contact the First
Lord of Hillsfar. You have been assured that he always
keeps the stone close at hand. Contacting the First Lord
expends the single use the stones gain every dawn.

[359] Lord Sage’s Reward (Yorvir) 3,000 gp


Lord Sage’s Reward (Painting) 2,000 gp
Adelajda’s Records 1,000 gp
or
Radomil’s Clockworks 1,000 gp
Hidden Fountain Cache 1,000 gp
Yorvir’s Jewelry 2,000 gp
Miltiades’s Trophies 2,000 gp

[360] Miltiades’s Shield


Armor (shield), very rare
This shield is decorated with symbols of service and
fealty. The shield empathically encourages service
to others and whenever the bearer considers
performing a selfish act, the shield enhances pangs
of conscience. While holding this shield, you have
a +3 bonus to AC. This bonus is in addition to the
shield’s normal bonus to AC.

[361] Eihim’s Traveling Spellbook


This slim traveling spellbook is bound in heavy
leather with the mage sigil of Eihim the Archmage,
a star burst atop the heraldry of the town of Phlan,
embossed on the cover. It contains the following
spells:
1st - detect magic, identify, mage armor, magic
missile;
2nd - detect thoughts, mirror image, misty step;
3rd - counterspell, fly, lightning bolt;
4th - banishment, evard’s black tentacles, fire
shield, stoneskin;
5th - cone of cold, wall of force;
6th - disintegration;
7th - teleport;
8th - maze;
9th - time stop.

[362] Quest reward from Greycastle 1,000 gp per


character
Quest reward from Glevith 200 gp per
character
Treasure from Tower of Contraption 1,500 gp
Treasure from Wrecked Ship 1,500 gp
Electrum horn 500 gp
Silver horn 500 gp
Nethrex’s eye stone 500 gp
[362] Quest reward from Greycastle 1,000 gp per
character
Quest reward from Glevith 200 gp per
character
Treasure from Tower of Contraption 1,500 gp
Treasure from Wrecked Ship 1,500 gp
Electrum horn 500 gp
Silver horn 500 gp
Nethrex’s eye stone 500 gp

[363] Barrett Sokol Reward 5,000


Ristamere’s Treasure 350
Frost Giants 7,000
Razorhand cache 1,000
Hammersfell bestowal 1,000

[364] Mage Spellbook


Cantrips fire bolt, light, mage hand,
prestidigitation.
1st level detect magic, mage armor, magic
missile, shield.
2nd level misty step, suggestion. 3rd level
counterspell, fireball, fly.
4th level greater invisibility, ice storm.
5th level cone of cold.
Archmage Spellbook
Cantrips fire bolt, light, mage hand,
prestidigitation, shocking grasp.
1st level detect magic, identify, mage armor,
magic missile.
2nd level detect thoughts, mirror image, misty
step.
3rd level counterspell, fly, lightning bolt.
4th level banishment, fire shield, stoneskin.
5th level cone of cold, scrying, wall of force.
6th level globe of invulnerability.
7th level teleport.
8th level mind blank.
9th level time stop.

[365] Counts as a cold weather outfit and it is a bit uncomfortable in hot environments.

[366] 5000gp only for completing trilogy, and is per character. 1000gp is available for selling the Guardian
Medal, and is per character. 500gp is for non-faction members, and is per character.

[367] Blessing, very rare (requires attunement)


This blessing has been bestowed upon you by Tyr in recognition of your service to the city and citizens of
Phlan in the face of great peril to your own wellbeing. Your Intelligence score increases by 2, up to a
maximum of 20. This blessing may be refused. If accepted, it requires an attunement slot.
This blessing is offered to all adventurers regardless of completing the other two adventures in the trilogy.
This blessing is not tradeable, and if refused or unattuned, it cannot be regained.

[368] 5000gp only for completing trilogy, and is per character. 1000gp is available for selling the Guardian
Medal, and is per character. 500gp is for non-faction members, and is per character.

[369] Blessing, very rare (requires attunement)


This blessing has been bestowed upon you by Tyr in recognition of your service to the city and citizens of
Phlan in the face of great peril to your own wellbeing. Your Charisma score increases by 2, up to a
maximum of 20. This blessing may be refused. If accepted, it requires an attunement slot.
This blessing is offered to all adventurers regardless of completing the other two adventures in the trilogy.
This blessing is not tradeable, and if refused or unattuned, it may not be regained.
[370] 5000gp only for completing trilogy, and is per character. 1000gp is available for selling the Guardian
Medal, and is per character. 500gp is for non-faction members, and is per character.

[371] Blessing, uncommon (requires attunement)


This blessing has been bestowed upon you by Tyr in recognition of your service to the city and citizens of
Phlan in the face of great peril to your own well-being. You gain a +1 bonus to ability checks and saving
throws. This blessing may be refused. If accepted, it requires an attunement slot.
This blessing is offered to all adventurers regardless of completing the other two adventures in the trilogy.
This blessing is not tradeable, and if refused or unattuned, it may not be regained.

[372] Coins in the Pool 60 gp


Coins in the Vault 175 gp
Dark Traveler's Pouch 25 gp
Drooltongues Horde 85 gp
Goblin Boss' Pouch 15 gp
Jade Statuette 25 gp
Marble Statue 15 gp
Portrait of the Tempest Mage 20 gp
Silver Longsword 115 gp
Trinket Scroll Tube 15 gp

[373] This spellbook if covered in red leather which


has been tooled to show writhing tentacles,
covered in fire. It contains the following
spells: 1st - absorb elements, find familiar,
grease, unseen servant; 2nd - dust devil,
flaming sphere, misty step.

[374] 1st – absorb elements, alarm,


earth tremor, grease, Tenser’s floating disk,
unseen servant; 2nd – arcane lock, knock,
magic weapon, shatter; 3rd – glyph of warding,
lightning of bolt, magic circle, sending; 4th –
conjure minor elementals, fabricate, stone
shape, stoneskin; 5th – animate objects,
conjure elementals.

[375] Biff Bitterwood’s reward. 50 or 75 each


Bobo’s purse. 5
Silver barrette. 20
Bowler hat. 10
Malecite. 50
Jester hat and scepter. 40
Doctor Jubal’s reward. 100

[376] Drukk’s Treasure


200
Ralaera’s Treasure
600
Yarlryx’s Treasure
3500

[377] Bordag’s Treasure


475
Larrak’s Treasure
525
[378] Rothtor’s Treasure
500
Thug’s Treasure
300
Furjur
50/each

[379] 1st: absorb elements, chromatic orb, disguise self, mage


armor, shield
2nd: Melf’s acid arrow, mirror image, misty step,
scorching ray
3rd: haste

[380] 1st: absorb elements, chromatic orb, detect magic, earth


tremor, feather fall, identify, protection from evil
and good, mage armor, magic missile, shield
2nd: blur, darkvision, detect thoughts, earthbind, Melf’s
acid arrow, mirror image, misty step, see invisibility
3rd: counterspell, dispel magic, fly, fireball, glyph of
warding, haste, lightning bolt, Melf’s minute
meteors
4th: banishment, dimension door, fire shield, greater
invisibility, stoneskin
5th: cone of cold, scrying, transmute rock, wall of force
6th: chain lightning, globe of invulnerability, guards and
wards, true seeing
7th: prismatic spray, teleport
8th: antimagic field, mind blank
9th: foresight, time stop

[381] 1st level: absorb elements*, detect magic, earth


tremor*, mage armor, magic missile, shield
2nd level: earthbind*, pyrotechnics*, misty step,
skywrite*, suggestion
3rd level: counterspell, erupting earth*, fireball, flame
arrows*, fly
4th level: elemental bane*, greater invisibility, ice
storm, watery sphere*
5th level: cone of cold, control winds*

[382] 1st level: detect magic, feather fall,


mage armor
2nd level: detect thoughts, locate object,
scorching ray
3rd level: clairvoyance, fly, fireball
4th level: arcane eye, ice storm, stoneskin
5th level: Rary’s telepathic bond, scrying
6th level: mass suggestion, true seeing
7th level: delayed blast fireball, teleport
8th level: maze

[383] Disguise Self, Ray of Sickness, Find Familiar, Identify, Tenser's


Floating Disk, False Life, Mage Armor, and Feather Fall,

[384] 1st level: Disguise Self, Fog Cloud, Grease, Identify


2nd level: Locate Object, Mirror Image, Blindess/Deafness
3rd level: Phantom Steed, Nondetection
[384] 1st level: Disguise Self, Fog Cloud, Grease, Identify
2nd level: Locate Object, Mirror Image, Blindess/Deafness
3rd level: Phantom Steed, Nondetection

[385] 1st level (4 slots): absorb elements, mage armor, magic


missile, tenser’s floating disk, alarm
2nd level (3 slots): mirror image, misty step, shatter
3rd level (3 slots): counterspell, fireball, lightning bolt,
water breathing, Leomund’s tiny hut.
4th level (3 slots): ice storm, stoneskin, greater
invisibility
5th level (2 slots): Bigby’s hand, cone of cold, rary’s
telepathic bond
6th level (1 slot): chain lightning, guards and wards

[386] Goblinslayer
You rescued the people of Westfir and stopped the
goblin menace. You may stay in the village of Westfir
for up to 10 days at a wealthy lifestyle with no cost.
You may also purchase non-magical adventuring
gear (excluding mounts, weapons or armor) for 25%
off the listed retail price in the PHB during one of
those downtime days.

[387] The Traveler’s Heart is a perfectly smooth sphere


the size of a small shotput or orange, forged of
meteorite iron. The person attuned to the Traveler’s
Heart has the Delver ability while holding the stone:
While underground, the bearer of this item always
knows the item's depth below the surface and the
direction to the nearest staircase, ramp, or other
path leading upward.

[388] The Silk Trade. For a cost of 5 downtime days and


25 gp, the adventurer may have either fine silk
clothing or a spider-silk rope made in Duindelve.
The silk clothing is dyed in bright colors and is the
highest quality. While wearing these clothes, any
Charisma (Persuasion) check made against nonhostile
commoners is made with advantage.
The non-magical spider-silk rope is 50 feet long,
has the same tensile strength as hemp rope, and
weighs 2 pounds.

[389] You returned information of surviving scrolls within the Vault to Vayu Ashvin, silver mage of Thentia.
Overcome with appreciation, Vayu offers you room and board at his tower any time you are in Thentia. In
addition, this information may prove useful during a future adventure.

[390] Maerion’s silver necklace 250


Rubbing of carvings from stones 750
Gnoll gold 50
Silver earrings 100
Faction payment (per person) 350

[391] 1st level: chromatic orb, find familar, ice knife*, Tasha's
hideous laughter
• 2nd level: crown of madness, Maximilian's earthen
grasp*
• 3rd level: erupting earth*, tidal wave*
[391] 1st level: chromatic orb, find familar, ice knife*, Tasha's
hideous laughter
• 2nd level: crown of madness, Maximilian's earthen
grasp*
• 3rd level: erupting earth*, tidal wave*

[392] 2nd level: alter self, enlarge/reduce, glyph of warding, suggestion


3rd level: dispel magic, fly
4th level: greater Invisibility
5th level: teleportation circle

[393] Made out of hardened mushroom. Can be worn by a druid

[394] Made of Polished Crystal

[395] Wall of Teeth


This shield is fashioned of dull, black steel and festooned
with hundreds upon hundreds of human teeth. Whenever the wielder of the shield is presented with an
opportunity to act in a selfish or malevolent way, the item heightens the wielder’s urge to do so.

While holding this shield, you have a bonus to AC


determined by the shield's rarity. This bonus is in
addition to the shield's normal bonus to AC.

[396] Hew is a +1
battleaxe that deals maximum damage when the wielder
hits a plant creature or an object made of wood. The axe's
creator was a dwarf smith who feuded with the dryads of
a forest where he cut firewood. Whoever carries the axe
feels uneasy whenever he or she travels through a forest.

[397] Lightbringer. This +1 mace was made for a cleric of


Lathander, the god of dawn. The head of the mace is
shaped like a sunburst and made of solid brass. Named
Lightbringer, this weapon glows as bright as a torch when
its wielder commands. While glowing, the mace deals an
extra Id6 radiant damage to undead creatures.

[398] Can only be attuned by a Ranger

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