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a standalone encounter for Character Levels 3-5

Swamp of
Tears
an eighteenwisdom original

Contents Page

Peninsula Map 2
Background 3
Engagement 4
Historian 5
Swamp of Tears - overhead map 6
Entering the Swamp 7
Bullywug Sentries and Toad Riders 7
Bullywug Sentries and Toad Riders (cont) 8
The Charm Tree 8
The Charm Tree (cont) 9
Stangker's Retreat 9
The Statue of Grief 10
The Return 11

Appendices

Bullywug Wiki 12
Stat Block - Giant Frogs 13
Stat Block - Bullywugs 14
Stat Block - Giant Toads 15
Stat Block - Stangker the Great 16
Wondrous Item - The Rose Amulet 17

Notes for the Dungeon Master -


1) In the narrative sections (p7 and onwards) the narrative outlined in boxes can be read out loud to the players.
2) In the narrative sections (p7 and onwards) the text in bold is for the DM only.

cover illustration : wallpaperflare.com (free wallpapers)


1
Velwood

high willatt

The Walking
forest

dessendria

eberstone

SWAMP of tears

The tunadden
ironcape
peninsula

2
Background (known to any local character or easily obtained from conversation with local NPC)
On the southern coast of the Tunadden Peninsula, east of the busy port of Ironcape, there are many
isolated areas of swampland. These swamps are inhabited by the usual type of creatures that can survive
in this particular kind of habitat and none provide any interest to the other beings living nearby. All except
one. In the middle of the Swamp of Tears stands a statue originally constructed hundreds of years ago.
The statue is huge (almost 30ft tall, although it originally stood taller as the base has sunken a little into the
swampland) and depicts a woman clutching a handful of flowers with her head bowed in grief. Legend tells
that this statue was built to remember the many lives lost during a vicious plague that swept across the
peninsula. Old tales say that the swamp the statue currently sits in was created from the tears of the grief-
stricken statue itself and the area has been known as The Swamp of Tears for as long as anyone can
remember.

Background - DM Only

There was a brutal plague that ripped through the southern half of the Tunadden Peninsula many hundreds
of years ago. The site where the statue now sits was not swampland at the time and was used during the
plague as a mustering point for the sick to come and be healed. During that period the powerful clerics
used prayers and enchanted items to deal with masses of people in need of healing. After the plague was
overcome the statue was built on that site to honor the work done by the clerics and to remember the many
lives lost. But it was meant to be more than just a symbol of remembrance, the statue was meant to be a
focal point for the next time the land had to face plague or disease. As part of this preparedness the high
cleric had a powerful healing artifact, the Rose Amulet, sealed within the statue itself so it would be
immediately to hand when next required. Over the years that followed the land became waterlogged and
the site was avoided by most travellers. The volume of clerics who would travel to the statue to offer thanks
and to remember their long dead colleagues dwindled to zero and the existence of the Rose Amulet was
dismissed as a fanciful legend.

3
Party Engagement

A member of the 'Ironcape Historical Society' who has been researching the period of time when the statue
was built has formulated an interesting theory about the statue. She has claimed to her superiors that she
thinks a literal interpretation of some of the historical writings of the time may indicate that there is more to
the statue than meets the eye.

There are few remaining texts from the era but those that have survived speak of the plague and the effort
made by the healers of the time to save the local population. There is mention of a huge statue made on the
spot where the healing was done to provide a mustering point for people should a similar catastrophe occur
in the future. This mostly matches the old tales known by most locals.

But the historian has focused on one ancient writer who presented his views of the plague in a very matter-
of-fact way. One seemingly out of character phrase stuck out, a flowery prose that ended with the line
'…hope can be found within the statue'. All other historians have read this to mean that the statue was a
symbol of hope. But this one historian thinks that this could be a literal turn of phrase. There could actually
be something inside the statue.

Although information on the statue itself was very hard to come by, the historian did find more detailed
writings on stonemason construction techniques of the time. Using this information and by studying recent
sketches of the statue the historian thinks she has identified a way to find and open a secret compartment in
the statue if there is one. She will course need to visit the statue to see if she is correct.

Therefore, the historical society has decided to hire a party of adventurers to accompany the historian to the
statue so the historian can see if her theory is correct. The lucky adventurers chosen by the society will be
asked to ensure safe passage for the historian to the statue (a task made a little harder by the fact that the
historian is elderly and a little cantankerous and obviously unsuited to the long journey but she is very
stubborn and wants to see in person if her theory is correct). The party will not be told the reason for the
journey or any details about why the historian has to go in person, they will be asked to get her there and
back safely to claim their full payment.

4
Historian

Haiceth Stulley

Race: Human Age: 81 Sex: Female

Haiceth has worked as a researcher within the Ironcape Historical Society for most of her adult life. She
may be slightly frail and slow of foot but her mind is razor sharp. Haiceth's diligent studies have given rise to
a theory that the statue in the Swamp of Tears holds some kind of religious artifact. Being more than a little
stubborn, Haiceth has refused to divulge all of the information so that she would be the person who would
have to make the trip to see if her theory is correct. She will not, of course, give away any details of her
theory to the party no matter how hard they press her.

Haiceth has studied the techniques of the ancient stonemasons and believes she knows enough of the
various different ways the ancients had of building secret compartments in stone that she will be able to find
any secret compartment hidden in the statue.

Haiceth has no fighting capability and will die instantly if struck by an enemy. The Ironcape Historical
Society will emphasis that Haiceth will need to be protected and there will be no payment until she is safely
returned (they will make a small initial payment to cover any initial costs the party may have).

Interacting with Haiceth

As mentioned previously, Haiceth is a little cantankerous and she does not suffer fools gladly. She will jump
on any mistake with a snarky air of disdain.

She will not respond well to questioning. She will use phrases such as 'Back in my day, young 'uns would
only speak when spoken to ' or 'Back in my day people used to treat their elders and betters with respect ' or
'Back in my day they made us go to school which is why you don't hear me asking daft questions like that '.

In fact most of the sentences uttered by Haiceth will probably begin with 'Back in my day…'

Haiceth should be played as a slightly annoying burden to the party. She is argumentative, has a 'I'm
superior' attitude and will not think twice about saying something that may hurt a character's feelings. She
will often offer advice on situations where she has no practical experience.

Haiceth's Belongings

Haiceth is traveling light, all the information she thinks she needs for her quest is in her head and she has a
pouch of small stone picks and related items. She has no food and will expect to be fed by the party (at
times that suit her and not the party).

5
Swamp of Tears

- Bullywug Settlement - overhead map.

1 - Giant Frog Encounter 4 - Charm Tree each square is 40ft by 40ft


2 - Bullywug Sentries 5 - Stangker's Retreat
3 - Bullywug Toad Riders 6 - Statue of Grief

6
Entering the Swamp of Tears

DM - The party will have traveled west from Ironcape and are now heading in a southerly direction
to the northern-most tip of the Swamp of Tears.

You approach the swamp from the north. Within the last five minutes you have glimpsed the top of the
statue over the treetops but it is currently out of view. The humidity has increased noticeably and the terrain
has become a forested wetland with the ground mostly waterlogged. The whole area is alive with bugs and
many irritating flying insects. There is a fairly wide trail of harder ground that winds past some trees to your
right.

DM - The trail of harder ground is really the only way the party can traverse the swamp area (at least
by normal means). As they approach the trees on their right they will be pounced upon by two
GIANT FROGS (see appendices for stat block)

1 - Giant Frog Sentries

As you approach the trees you see a blur of green as two giant frogs leap from their partly submerged
hiding place and land almost on top of the party leaders.

DM - The two GIANT FROGS will have been using their stealth ability to keep out of sight near the
trees whilst the party approached. When the party is close enough (as they will have to be at some
time due to the harder trail going right beside the trees) the GIANT FROGS will make a 20ft standing
leap into the front ranks of the party. The resulting battle noise acts like an alarm (as it was
intended) and will alert the bullywug community to the danger.

DM - During this combat situation (and those that follow) Haiceth will need to be protected by the
party. This will be made a little harder by the fact that Haiceth has never been in combat before and
during the melee she will wander around like a tourist oblivious to the danger she is in. She may
even offer combat advice to the nearest party member.

2 - Bullywug Sentries AND 3 - Bullywug Toad Riders

The trail through the swamp leads further south in the general direction you last saw the top of the statue. It
narrows slightly with trees on both sides before opening out to a larger space beyond that has a tall dead
tree in the middle. You can just make out some shiney objects hanging from the dead tree and beyond the
dead tree you can see that a larger body of water lies to the south. In this body of water is a huge pile of
wood.

DM - The Bullywugs have been alerted to the party's presence and will put their second line of
defence into action. As the party approach the narrower section of the trail (between 2 and 3) they
will notice a Bullywug looking at them from behind the trunk of the dead tree. This is the first part of
a pre-meditated plan created by Stangker the Shaman (the Bullywug who is hiding behind the tree -
see appendices for stat block). He is waiting for the party to move closer and as soon as they are
within range he will cast a FOG CLOUD spell centered on them.

FOG CLOUD
Level 1 Casting Time 1 Action Range 120ft
Components V, S Duration 1 hour
Stangker creates a 20-foot-radius sphere of fog centered on a point within range. The sphere
spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of
moderate or greater speed (at least 10 miles per hour) disperses it.

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2 - Bullywug Sentries AND 3 - Bullywug Toad Riders (continued)

DM - The casting of the FOG CLOUD is the signal for the Bullywug warriors to spring their trap.

DM - A number of BULLYWUG (see appendices for stat block) warriors will leap from the trees on
the west side of the trail (2 on map). They will attempt to land as close to the party as possible,
using the fog as cover.

DM - Almost immediately afterwards, a number of GIANT TOADS (see appendices for stat block)
with BULLYWUG riders will leap from the trees on the east side of the trail (3 on map). The
BULLYWUG riders will then also leap from the back of the toads into the melee. This should to be
fairly confusing for the party (especially if they have not dispersed the fog cloud) as it will appear to
them that it is raining enemies. The BULLYWUGS are hoping that this intimidating show of force is
enough to repel the intruders.

Notes for Managing the Ambush


1) The Bullywugs will continue to use their leaping ability throughout combat (remember that their
superior leaping ability does not exempt them from opportunity attacks when they jump out of
reach).
2) If things start to go badly for the Bullywugs they will try to escape (by leaping or if there is a
decent sized pool of swamp water nearby, by swimming)

3) Haiceth will be under greater risk at this point than at any other in the quest. The need for her
survival should be at the foremost of the party's minds.

4) The number of BULLYWUGS and GIANT TOADS should relate to the size, experience and combat
effectiveness of the party. Amend the numbers to provide a stiff, but not overwhelming, challenge.

DM - Stangker the Shaman will be watching the fighting closely, as soon as it looks as though the
party will prevail he will dive into the body of water to the south of the dead tree and swim to his lair
in the pile of wood in the center of the pond (see 5 - Stangker's Retreat)

4 - The Charm Tree

After passing through the narrower part of the trail surrounded by trees you enter a larger, more open area
of hard-packed earth (approx 120ft north-south, 160ft east-west). In the middle of this area you can see a
tall dead tree adorned with several items gently turning in the breeze. Behind the tree, to the south, is a
fairly large swamp pool with a pile of wood in the middle. On top of this wood is the Bullywug you saw
earlier. He is wearing a black head-dress and is leaning on a staff. To your right (west) you can see your
objective. Previously hidden from view by trees, the Statue of Grief stands tall for all to see. It appears to be
at a slight angle and the base is submerged in the swamp.

DM - Stangker will immediately dive into the water and swim through the entrance of his Beaver
Lodge-type lair (see 5 - Stangker's Retreat). If the party do not attempt to engage him in any way he
will reside inside his lair until they are gone.

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4 - The Charm Tree (continued)

DM - The dead tree is the focal meeting point for the Bullywug community. When Stangsker
addresses his people he will stand under the tree which is adorned with many shaman charms. The
charms and what they represent are;

1) small rusted dagger (for piercing the darkness of ignorance)


2) green silk (represents the ground beneath your feet)
3) a small bronze eagle (for protection)
4) a mirror (for deflecting hostile feelings)
5) black silk (represents eternal wisdom)
6) small shield (for honoring dead ancestors)

They are not magical and have no monetary value.

DM - All around the tree there will be evidence of a Bullywug community that has been abandoned in
a hurry - bedding areas, discarded remains of food, some basic utensils and tools just lying on the
ground. If the party look at the body of water to the south-east of the tree they will see a large
volume of what looks like a large type of frog spawn. There are no other Bullywugs to be seen as all
non-warriors were ordered to escape into the swamp by Stangster as soon as he heard the sentry
frogs go into battle.

5 - Stangker's Retreat

DM - The pile of wood in the middle of the swamp pool is Stangker's lair. It was built along the lines
of a beaver's lodge. There is a solitary entrance under the water on the southern side of the wood
pile and this leads to a small chamber inside where there is a dry area above the water line. Stangker
will stay inside here until the party have gone. If the party try to engage Stangker further he will
swim out of the underwater entrance and off to one side. From a hidden spot by the water's edge he
will try to scare the party away by using the spells at his disposal (initially Conjure Animals with 4
giant frogs and then Thunderwave and Call Lightning). But Stangker is wise for a Bullywug and if it
looks like he is in danger of losing he will make his escape into the water.

DM - Inside Stangker's Retreat the party will find an assortment of items that a druidic shaman
would have (animal parts, roots, dried plants and even a butterfly in a small cage). There are also a
dozen gems that Stangker used for some of his ceremonies and these are worth 1d20 gp each.

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6 - The Statue of Grief

DM - After dealing with the Bullywugs the party will be able to approach the statue. If Haiceth is still
alive she will be very eager to get to the statue and will hasten the party onwards.

The famed Statue of Grief stands before you. It has sunk into the swamp a little and is at a slight angle but
still stands almost 30ft tall. It depicts a woman clutching a handful of flowers down by her side whilst she
leans her forehead on her other hand. Her head bowed in grief. The stone is obviously very old and has
weathered considerably and the lower parts of the statue are covered in moss.

If Haiceth has survived to this point


Haiceth will walk up to the statue and spend a lot of time walking around it where the ground is firm
enough. She will take a small stone hammer out of her bag and tap the stone in different places. She will
then stop what she is doing and boldly proclaim 'Harmonics'.

Haiceth will then say that she needs the party to join her in humming very loudly. If asked why she will sigh
and explain (as if she is talking to a small child) that sometimes the ancients made a door to a secret
compartment with a different type of stone. This different type of stone would have a natural resonance
which when matched with a specific noise will cause the stone to vibrate and break, revealing the secret
compartment behind. The DM should encourage the players to loudly hum as if they were their characters.
After a while Haiceth will call on the party to stop by saying 'Stop that racket. You're hurting my ears '. It did
not work.

Haiceth will walk around the statue some more, rubbing her chin. She will then stop and with a smile on
her face say 'Fingers'. She will ask for a member of the party to climb up the statue and examine the
statue's hand that is clutching the roses. The statue is quite slippery and will require the climber to pass a
disadvantaged DEX check (or similar - a fail means a fall with 1d4 DAM). When the party member gets to
the statue's hand Haiceth will tell them to try pulling or pushing the fingers. Nothing will happen. She will
then ask them to climb higher to the statue's second hand and ask them to do the same thing - push and
pull the fingers. Another DEX check is required, if the character does not fall they can pull/push on the
fingers. This time there will be a loud click but nothing obvious will happen.
Haiceth will ask the party member who has climbed the statue if they can see anything. Has a hidden
compartment opened? Or has a hidden door appeared? The party member will not be able to see
anything.

Haiceth will pace back and forth. She will have another moment of clarity and will ask the party to dig away
the swamp mud from the base of the statue as the hidden compartment may be in the base. This time she
is correct. After an hour or so of hot, sweaty, dirty digging the party will find a hole in the base. If they reach
inside they will be able to find and pull out the artifact Haiceth was hoping for, The Rose Amulet (see
appendices for details). Haiceth will be delighted, her research was correct and she might actually say a
couple of nice things to the party members.

If Haiceth has not survived

The party will still be able to find The Rose Amulet if they try manipulating the fingers on the statue's higher
hand and then dig away the swamp mud to find the now open hidden compartment in the base. Obviously
this is unlikely, but it could happen (note that the spring loaded compartment door will attempt to close after
approximately two hours). A detect magic spell will give an indication that magic is present but that is all,
there will be no detailed indicators on how to locate the amulet. The door to the hidden compartment itself
is purely mechanical so will not be revealed by 'detect magic'.

10
The Return

Hopefully the party have completed the quest with Haiceth still alive. If so they will be able to return with
Haiceth to the Ironcape Historical Society and claim their agreed upon payment.

Returning with both Haiceth and The Rose Amulet the party will be received as heroes and there may even
be an additional reward from the city mayor. They will also be able to play on their brief moment of fame to
negotiate very favorable rates for food, lodging and equipment replenishment.

The Rose Amulet will be inspected by the Historical Society officials and will be placed on display in their
museum. The security of the museum is not tight and the party may want to take advantage of that fact at
some point in the future.

If Haiceth has not survived then the party will return as failures. There will be no payment and the party
members will be shunned or even ridiculed by the city-folk.

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DM Background: Bullywugs in the Swamp of Tears

The Bullywugs of the Tunadden Peninsula are human-sized, frog-headed, amphibian humanoids with
leathery, green skin. Like most Bullywugs they are known for both their camouflage and incredible jumping
abilities (without the need for a run up). They can be found among the swamplands which are dotted
around the southern tip of the peninsula. The dozen or so Bullywug tribes in the peninsula are
geographically isolated from one another and even though they speak a similar language of croaks,
staccato notes and clicks, individual tribes may not fully understand each other. There is a small tribe of
bullywugs currently inhabiting the Swamp of Tears.

The Bullywugs in the Swamp of Tears have built their lair next to the Statue of Grief. They are led by a
shaman named Stangker the Great (a self proclaimed title, behind his back the more mischievous of the
Bullywugs refer to him as Stangker the Stinker). Stangker's tribe keep themselves to themselves and do not
venture far from their swamp. They are very wary of outsiders and will not allow anyone to cross their
borders. They have a fairly robost system of defence prepared but rarely have to use it as most nearby
races deem the land they live on to be worthless.

Defence Tactics
The Swamp of Tears Bullywugs have proficiency in Stealth and Swamp Camouflage, which grants them
advantage on Dexterity (Stealth) checks in swampy terrain. They also have a great Standing Leap ability
which lets them move their full speed of 20ft per turn as a long jump (or 10ft as a high jump). This allows
them to cover distance in difficult marshy terrain without having to halve their movement speed. They have
a 40ft per turn swimming speed (so will always prefer combat to take place near open water as this is their
favored method of escape). But before any combat is initiated the Bullywugs will lie in wait whilst they send
forward groups of giant frogs, when/if the frogs have not detered any invaders the Bullywugs will spring out
of hiding, land next to the invaders, and initiate melee combat with surprise, spearing and biting. They will
continue to use their leaping ability throughout combat (remember that their superior leaping ability does not
exempt them from opportunity attacks when they jump out of reach) and will only use their swimming ability
if they are trying to escape. Bullywugs encountered nearer to the lair may be riding on giant toads.

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APPENDICES - GIANT FROG STAT BLOCK

Giant Frog

Actions
Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage, and the target
is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the frog can't bite another
target.
Swallow: The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the
target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover
against attacks and other effects outside the frog, and it takes 5 (2d4) acid damage at the start of each of the
frog's turns. The frog can have only one target swallowed at a time. If the frog dies, a swallowed creature is no
longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

Traits
Amphibious: The giant frog can breathe air and water.
Standing Leap: The giant frog can long jump 20ft and high jump 10ft (with or without a run up)
Skills: Perception +2
Skills: Stealth +3

Attributes

Alignment AC STR INT


unaligned 11 12 (+1) 2 (-4)

Speed HP WIS DEX


30 ft, swim 30 ft. 18 (4d8) 10 (-0) 13 (+1)

Languages Senses CHA CON


- Passive Perception 12 3 (-4) 11 (+0)
Darkvision 30 ft.

Size: Medium (6ft long, 250lbs) Type: Beast Challenge 1/4 (50xp)

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APPENDICES - BULLYWUG STAT BLOCK

Bullywug

Actions
Multiattack: The bullywug makes two melee attacks; one with its bite and one with its spear.
Bite: Melee weapon attack: +3 to hit, reach 5ft, one target, 1d4+1 bludgeoning damage.
Spear: Melee or ranged weapon attack: +3 to hit, reach 5ft or range 20/60ft, one target, 1d6+1 piercing
damage or 1d8+1 piercing damage if used with two hands to make a melee attack.

Traits
Amphibious: The bullywug can breathe air and water.
Speak with Frogs and Toads: The bullywug can communicate simple concepts to when it speaks in bullywug.
Swamp Camouflage: The bullywug has advantage on Dexterity (Stealth) checks made whe hiding in swamp terrain.
Standing Leap: The bullywug can long jump 20ft and high jump 10ft (with or without a run up)
Skills: Stealth +3

Attributes

Alignment AC STR INT


neutral evil 15 (hide armor, shield) 12 (+1) 7 (-2)

Speed HP WIS DEX


20 ft, swim 40 ft. 11 (2d8 + 2) 10 (-0) 12 (+1)

Languages Senses CHA CON


Bullywug Passive Perception 10 7 (-2) 13 (+1)

Size: Medium Type: Humanoid Challenge 1/4 (50xp)

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APPENDICES - GIANT TOAD STAT BLOCK

Giant Toad

Actions
Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10)
poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained and
the toad can't bite another target.
Swallow: The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits,
the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total
cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each
of the toad's turns. The toad can have only one target swallowed at a time. If the toad dies, a swallowed
creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

Traits
Amphibious: The giant toad can breathe air and water.
Standing Leap: The giant toad can long jump 20ft and high jump 10ft (with or without a run up)

Attributes

Alignment AC STR INT


unaligned 11 15 (+2) 2 (-4)

Speed HP WIS DEX


20 ft, swim 40 ft. 39 (6d10 + 6) 10 (-0) 13 (+1)

Languages Senses CHA CON


- Passive Perception 10 3 (-4) 13 (+1)
Darkvision 30 ft.

Size: Large (12ft long, 400lb) Type: Beast Challenge 1 (200xp)

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APPENDICES - STANGKER THE GREAT STAT BLOCK

Stangker the Great

Actions
Multiattack: The bullywug makes two melee attacks; one with its bite and one with its staff
Bite: Melee weapon attack: +3 to hit, reach 5ft, one target, 1d4+1 bludgeoning damage.
Staff: Melee weapon attack: +3 to hit, reach 5ft, one target, 1d6+1 bludgeoning damage or 1d8+1 bludgeoning
damage if used with two hands to make a melee attack.

Traits
Amphibious: The bullywug can breathe air and water.
Speak with Frogs and Toads: The bullywug can communicate simple concepts to when it speaks in bullywug.
Swamp Camouflage: The bullywug has advantage on Dexterity (Stealth) checks made whe hiding in swamp terrain.
Standing Leap: The bullywug can long jump 20ft and high jump 10ft (with or without a run up)
Skills: Stealth +3
Condition Immunity: Frightened

Attributes

Alignment AC STR INT


neutral evil 12 (16 with barkskin spell) 12 (+1) 8 (-1)

Speed HP WIS DEX


20 ft, swim 40 ft. 32 (5d8 + 10) 14 (+2) 12 (+1)

Languages Senses CHA CON


Bullywug Passive Perception 12 9 (-1) 14 (+2)

Size: Medium Type: Humanoid Challenge 2 (450xp)

Spellcasting
Stangker is a 5th-level spellcaster using
WIS spellcasting ability (spell save DC 12,
+4 to hit with spell attacks). Stangker has
the following druid spells prepared:

Cantrip (at will) -


Druidcraft, Poisonspray, Produce flame.
1st Level (4 slots) -
Fog cloud, Goodberry, Thunderwave
2nd Level (3 slots) -
Barkskin, Spike Growth
3rd Level (2 slots) -
Call Lightning, Conjure animals (amphibians only)

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The Rose Amulet (wondrous item)

The wearer of the Rose Amulet is immune to disease. If the wearer has a pre-existing disease the effects of
this disease with be suppressed while the amulet is worn.

Whilst wearing the amulet, the wearer will have 19 CON (it has no effect if your CON is already 19 or higher).

The amulet holds 10 charges. Whilst worn the wearer can use an action to expend 1 or more of its charges
to cast one of the following spells from it (using your spell save DC and spellcasting ability modifier);

a) Cure Wounds (1 charge per level, up to 4th level) - (casting time 1 action, duration instantaneous, a
creature you touch regains a number of hit points equal to 1d8 + your spellcaster ability modifier. Using an
extra charge increases healing by 1d8 for each additional charge. A maximum of 4 charges can be
expended each time the amulet is used. This spell has no effect on undead or constructs).

b) Lesser Restoration (1 charge) - (casting time 1 action, duration instantaneous, you touch a creature and
can either end one disease or one condition afflicting the creature. The condition can be blinded, deafened,
paralyzed, or poisoned).

c) Mass Cure Wounds (5 charges) - (casting time 1 action, duration instantaneous, a wave of healing
energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius
sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability
modifier. This spell has no effect on undead or constructs).

The amulet regains 1d6 + 4 expended charges daily at dawn. It holds a maximum of 10 charges.

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