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CREDITS

Designer: Jeff Herman


Editor: Scott Herman
Template: Simple Microsoft Word Template by Laura
Hirsbrunner
Cover Art: GG-graphics.
Interior Art: Cartography Stock Art by Elven Tower Cartography
(Prenbrook), Dyson Logos (Temple of Rhurdrak & Hall of
Rhurdrak), used under license, DMs Guild Creator Resource
Packs
Special Thanks: the folks at RPG Writers Workshop for putting
together their month-long summer course. Without it, I
wouldn’t have taken this leap! Shout out to the folks on the
Discord who helped me with my cover layout. And a special
thanks to my brother, Scott, for helping with encounter design
and my wife, Stefanie, for being so supportive! I love you!

ON THE COVER

The Temple of Rhurdrak beckons to the brave and foolhardy.


Inside lies a secret that could destroy the orcs. Or redeem them.
Cover art created by GG-graphics.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all ot her Wizards of the Coast product
names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.
pp
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permissio n under the Community Content Agreement for
Dungeon Masters Guild.

All other original material in this work is copyright 2020 by Jeff P. Herman and published under the Community Content Agreement for Dungeon Masters Guild.

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TABLE OF CONTENTS
Credits .................................................................................... 1
Table of Contents.................................................................. 2
Introduction .......................................................................... 3
General Notes .................................................................................3
Synopsis...........................................................................................3
Adventure Hooks ...........................................................................3
Adventure Background ................................................................3
Chapter 1: Prenbrook ............................................................ 4
Town Description ......................................................................... 4
Important NPCs ............................................................................ 4
Town Locations ............................................................................ 4
1. Cedar Lodge .......................................................................... 4
2. Haak Outfitters .................................................................... 4
3. Blacksmith ........................................................................... 4
4. Enid’s Home ........................................................................ 4
5. The Dancing Kobold ........................................................... 5
6. Temple of Mielikki ............................................................. 5
Chapter 2: Ghosts of the Past ............................................... 6
Temple of Rhurdrak ..................................................................... 6
General Features ..................................................................... 6
1. Entryway ............................................................................... 6
2. Chapel .................................................................................... 6
3. Sacristy .................................................................................. 6
4. The Faithful ......................................................................... 6
5. Ugaarth’s Last Stand ......................................................... 7
6. Hall of Despair .................................................................... 7
7. Hall of Heroes ...................................................................... 8
8. Chancel ................................................................................. 8
Chapter 3: The Deceiver....................................................... 9
Hall of Rhurdrak ........................................................................... 9
9. Hall of Reflection ................................................................ 9
10. Chamber of Repose ..........................................................10
Conclusion ........................................................................... 11
Outcome #1 ................................................................................... 11
Outcome #2................................................................................... 11
Outcome #3 ................................................................................... 11
Rewards/XP .................................................................................. 11
Appendix A: Magic Items .................................................... 12

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INTRODUCTION Scared to Death. Use this hook if you want to drop this
adventure into an existing campaign as the party travels
and skip the section that takes place in Prenbrook.
onquerors write history. There is no such

C
thing as a true accounting of the past,
only what the victors deem necessary to
seal their claim to rulership. The people,
the culture, they defeated? Decimated.
Their remains left to collect the dust of ages until a collector
like me comes along.

—Generys Harfbroker Special Delivery. The characters are in a town other than
Prenbrook when Ootah Wisetusk, a half-orc, hires them to
The intent of One-Eyed Deceiver is to provide an alternate deliver a sealed letter to Generys Harfbroker, an associate
history for the orcs of DUNGEONS & DRAGONS, one in of hers in Prenbrook. She tells them it is a simple task, but
which their alignment is not impacted by their ancestry, one of great import. They will find Generys at Cedar Lodge
but rather by the god they chose to follow. in Prenbrook. Ootah will pay the group 100 gp now and
In that spirit, the characters who complete this tells them Generys will pay them another 100 gp upon
adventure could potentially change the destiny for the orcs delivering the letter unopened.
in your campaign.

GENERAL NOTES
You will need the Dungeon Master’s Guide (DMG), the
Monster Manual (MM), and Volo’s Guide to Monsters (VGtM)
to run this adventure. Villains/creatures that bolded are
found in the MM and VGtM. Items that are italicized are
found in the DMG. See Appendix A, page 12 for new magic
items found in this adventure.

SYNOPSIS
“One-Eyed Deceiver” is an adventure designed for a party
of 4th-6th level characters. The adventure takes place as
follows:
The characters are recruited by Generys Harfbroker to
ADVENTURE BACKGROUND
For millennia, the world believed Gruumsh was the true god
secure an artifact inside the ruins, the arrow believed to of the orcs. That their savage and blood thirsty ways were
have blinded the orc god Gruumsh during his fight with born out of their god’s hatred for the gods of the civilized
the elven god Corellon Larethian. Generys will pay them ancestries of dwarves, and elves, and humans. That an
200 gp each in addition to what Enid Bailey, shire reeve of arrow from the quiver of the elven god, Corellon Larethian,
Prenbrook, listed on the bounty to make the ruins safe. blinded Gruumsh and the reason for the orc’s enmity
Inside the ruins, the adventurers are contacted by the toward all elves.
ghost, Ugaarth The Dedicated, an orc priest, who tells But like many stories we use to mythologize ourselves,
them the true history of the orcs lies hidden amid the this one is filled with half-truths and outright lies. Now
temple. those lies are ready to come to light and the true history of
Meanwhile, Generys leads an orc raiding party with orc the orcs unearthed.
war chief Karg Spine Snapper and the Orc Claw of Luthic While clearing a tract of forest, loggers discovered the
Kansif Doom Hand into the temple. They seek the Blinding ancient ruin of Drohk Lumvar a half day’s journey from the
Arrow and wish to destroy any vestige of the true history of town of Prenbrook. What was first thought to be little more
orcs. than a single pillar turned out to be the remains of a great
In the climax, Generys betrays the party ordering Karg orc city. Excitement to unearth its secrets and valuable
and Kansif to attack while she tries to escape with the treasures quickly squashed by ill omens, haunting noises
Arrow and collapse the temple on top of them. and the disappearance of those who dared explore the old

ADVENTURE HOOKS
temple
Now the call has gone out for brave adventurers seeking
fame and fortune to delve the depths of the forgotten city
The Antiquities Dealer. Generys Harfbroker, a half-elf and eliminate the dangers lurking in its shadows.
who deals in ancient artifacts, approaches the heroes at
Cedar Lodge in Prenbrook. She asks them to recover the
Blinding Arrow, an artifact she believes is in the newly
unearthed Temple of Rhurdrak. She offers them 200 gp
each and implies they can keep whatever treasure they find
while exploring the temple.

3
CHAPTER 1: prospering, but irate her ex-lover, Marco Nervetti, opened
a competing inn.

PRENBROOK GENERYS HARFBROKER


The red-haired half-elf retired from adventuring after a
nce a quiet frontier logging town, Prenbrook troll took her left eye, marring her face with a long,
puckered scar. Having acquired a taste for the finer things,

O
became a boomtown overnight with the
discovery of an ancient orcish ruin unlike any like rose petal perfume, Generys used her old contacts to
before seen. become an arms and antiquities broker.
The town buzzes with industry. Freshly built Generys arrived in Prenbrook shortly after Drohk
wooden shops line muddied streets. People of all ancestries Lumvar was unearthed. She wants two things: The
hurry along. Low, dull gray clouds blocking much of the Blinding Arrow and the Temple of Rhurdrak’s destruction.
sun's rays and a constant mist don’t dampen the electricity Generys knows it holds the secret of the orcs' past. If the
in the air. But underneath the surface there's a foreboding, a orcs returned to their civilized roots, it would deal a
feeling that something is ready to come crashing down. serious blow to her livelihood.

QUEST: THE BLINDING ARROW


Generys approaches the characters when they enter the
Lodge. She explains a private collector wants an artifact
called The Blinding Arrow. Generys offers the characters
200 gp each to recover the artifact from the Temple of
Rhurdrak and deliver it to her. A shrewd negotiator,
Generys will go up to 300 gp per character if they succeed
on a DC 18 Charisma (Persuasion) check.
If asked, she tells them her benefactor discovered the

TOWN DESCRIPTION Arrow’s existence in a dusty tome. A DC 15 Wisdom


(Insight) check indicates she has ulterior motives for
Prenbrook straddles the Klebben River. Woodcutters float
wanting the artifact recovered.
logs down the Klebben to town. Prenbrook is small enough
for characters to visit most places of interest in a few
hours.
DELIVERED LETTER
If the PCs deliver Ootah’s letter, Generys pays them the 100

IMPORTANT NPCS
gp promised.

RUMORS
ENID BAILEY Caelyn, gossipy halfling server – “Adventurers been in and
Shire reeve, put up a bounty to clear the ruins outta here. Few who went to the ruins returned.”

GENERYS HARFBROKER 2. HAAK OUTFITTERS


A half-elf arms dealer passing herself off as an antiquities
Ryckwyn Haak runs this store. Haak sells mundane
dealer; sends PCs to the Temple of Rhurdrak.
adventuring gear (anything costing less than 50 gp from

RYCKWYN HAAK the PHB), as well as some weapons and light and medium
armor (anything costing less than 50 gp from the PHB).
Runs the general store
Haak is a native of Prenbrook and something of a
SHIFA ABASCAL historian in the area.

3. BLACKSMITH
Cleric of Mielikki, provides the party with minor healing

ELENA ALCALDE This squat stone building is operated by Trynnicus


Cedar Lodge innkeeper Baharoosh, a brass dragonborn. Driven to prove
dragonborn are the equal of dwarves at the forge, he curses

TOWN LOCATIONS
the massive orders of nails, axes, and horseshoes he must
fulfill.
Each morning, a crowd gathers to watch Trynnicus light
1. CEDAR LODGE his forge with his fiery breath.
Trynnicus spends his evenings at The Dancing Kobold.
This two-story inn boasts a walled courtyard, stables and
12 rooms for rent. The first floor is built of river rock with
the half-timbered second floor jettied and built from cedar
logs.
4. ENID’S HOME
The kitchen, bar and common area fill the first floor. A This spartan building is home to Enid Bailey, a veteran
crackling fire burns in the large stone hearth, warding off fighter and the shire reeve. She is a member of the Lords’
the damp chill. Sweet smelling pipe smoke mingles with Alliance. Tall and fit with close cropped black hair and dark
the aroma of roast venison and fish stew. skin, Enid is found at Cedar Lodge or patrolling Prenbrook
Elena Alcalde, a woman in her middle years with tan in her well-worn breastplate with her trusty great sword
skin and a streak of white in her raven black hair, operates strapped to her back.
the Lodge. A native of Prenbrook, she’s happy the town is

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www.elventower.com

She fears what’s been unearthed at the temple and is 6. TEMPLE OF MIELIKKI
deeply suspicious of Generys.
The loan temple in Prenbrook is dedicated to Mielikki, god

QUEST: RHURDRAK BOUNTY of forests. Shifa Abascal tends to the town’s religious
needs. Soft spoken with dark hair and tanned skin, Shifa
Enid scouted the Temple of Rhurdrak and immediately
came to Prenbrook at the direction of her god.
issued a bounty to clear it of monsters. She offers up to 500
Shifa provides access to healing potions and low-level
gp to any group that successfully cleanses the temple.
divine spells.

5. THE DANCING KOBOLD


This newly built, modest inn offers six rooms for rent. The
Kobold smells of a strange mix of fresh pine, sour ale, and
fish stew. The common room is filled with locals who view
new arrivals with disdain, believing they’ll stir up trouble.
Most would rather see things return to the way they were.
The proprietor is Marco Nervetti, a pinched-faced man
with a bushy mustache. His unnerving stare makes
customers think he’s weighed their coin pouch down to the
last half copper.

RUMORS
Dawkin Woodward, woodcutter - “My crew discovered
them ruins. Poked our heads inside and got out right quick!
Strange noises, moaning, loud bangs. That place is
haunted!”

Aleta Foster, woodcutter - “Seen orcs on the new logging


trail. Think they're all quiet-like. But you can’t hide from
someone who grew up in these woods.”

5
CHAPTER 2: GHOSTS OF Intelligence (Investigation) check is required to find the
mechanism to open it.

THE PAST TREASURE


Each orc carries 2d12 silver pieces in a leather pouch on
ow did Gruumsh corrupt all the orcs of Drohk their belt.
The Orc Eye of Gruumsh carries 2d6 gold pieces in a

H
Lumvar? He conceived the greatest lie possible leather pouch on her belt.
and told it over and over. Whispers in the ear?
Ha! He shouted it from the rooftops every day
until all believed it. And it became truth.

—Ugaarth The Dedicated, High Priest of Rhurdrak

TEMPLE OF RHURDRAK
Hart Wood reclaimed The Temple of Rhurdrak and the
ruined city of Drohk Lumvar thousands of years ago. The
air is thick with a sense of loss and anger.

GENERAL FEATURES
The dungeon has the following features:
Dimensions & Terrain. Ceilings are eight feet tall unless
otherwise noted. Walls are made of stone. Rubble and
broken floor tiles litter the corridors. Large cracks run
along the ceiling. All doors are made of wood bound with
iron straps. 3. SACRISTY
Light. The only light that penetrates the temple spills 10
A cedar wardrobe on the east wall contains rotted
feet into the entryway.
vestments and a locked iron box.
Sounds & Smells Moaning and slamming doors can be
Treasure. A DC 15 Dexterity check using Thieves’ Tools
heard throughout the temple. A musty odor emanates from
opens the iron box. Inside is 200 gp, a scroll of cure wounds
inside. Pockets of freezing cold air cause flesh to pebble.
and a scroll of comprehend languages.

4. THE FAITHFUL

The mouth of each bust opens in a silent battle cry. The


runes read “The Faithful Shall Pass.”
Pulling the lever inside Rhurdrak’s mouth opens a secret
stairway.
The lever inside Gruumsh’s mouth triggers a poison

1. ENTRYWAY needle trap. The creature takes 2 (1d4) points of piercing


damage and 15 (3d10) poison damage and must succeed on
DC 15 Constitution saving throw or be poisoned for 1 hour.

DEVELOPMENT
As the PCs grapple with opening the staircase, four orcs
from Karg’s raiding party attack.

The archway of a stone mausoleum serves as the entrance.


TREASURE
The temple sinks into the ground, requiring the PCs to Each orc carries 2d12 silver pieces in a leather pouch on
slide down 5 feet to the temple floor. their belt.

2. CHAPEL
Three orcs and one Orc Eye of Gruumsh desecrate the altar
and tapestry here. Members of Karg’s raiding party, they
fight to the death.
Secret Door. The tapestry hides a secret door. A DC 13
Wisdom (Perception) check notices the door. A DC 13

6
If the characters tell Ugaarth they seek The Blinding
5. UGAARTH’S LAST STAND Arrow, he explains only the worthy may lay eyes on it.
Three challenges must be completed to enter the Chamber
Ugaarth the Dedicated, high priest of Rhurdrak, made his
of Repose. Ugaarth warns the Arrow cannot cross the
last stand here against followers of Gruumsh intent on
Hall’s threshold or the final trap will be sprung, collapsing
destroying the temple.
the entire temple.
Ugaarth also tells them the Chamber holds another holy
relic, The Book of Rhurdrak. Its metal pages hold the god’s
teachings and the history of Drohk Lumvar

Ugaarth (ghost) manifests fully here.


The ash silhouettes are the remains of the followers of
Gruumsh. He completed a powerful ritual vaporizing 6. HALL OF DESPAIR
himself and his attackers.
“Penitent Orc” is carved in Orcish along the northwest
If attacked, Ugaarth animates the silhouettes into 6
wall. Anyone passing through must kneel and succeed on a
shadows. He attempts to possess a PC before using
DC 13 Dexterity (Acrobatics) check or take 10 (3d6) points
Horrifying Visage and Withering Touch.
of slashing damage from the three scythe blades springing
At half hit points Ugaarth becomes ethereal, harrying
out of the wall.
the characters as they explore the temple.

UGAARTH THE DEDICATED


Ugaarth’s ritual doomed him to undeath, a permanent
sentinel of the temple. He shares the orcs’ legacy with
those who prove trustworthy.

7
Characters succeeding on a DC 10 Wisdom (Perception)
check notice decapitated corpses and blood stains shoulder
high on the walls.

The fall of Drohk Lumvar began when an orc prince


named Gruumsh became king. Gruumsh told lie after lie.
The bigger, the better, the more believable. He persuaded
The carvings portray the orcs' fall. The nearest begins
his followers that the other ancestries took advantage of
with Gruumsh’s ascension, with each succeeding panel
them, convinced the orcs they were superior, and he alone
going back farther in time.
could lead them to greater glory.

7. HALL OF HEROES As Gruumsh’s following grew, so did his power until


one day he challenged Rhurdrak.
Gruumsh and Rhurdrak met in bloody battle. Rhurdrak
drew his mighty bow, the arrow blinding Gruumsh. His
strength ebbing, Gruumsh lashed out with “Flesh Ripper”
killing Rhurdrak. Now One-Eye the Deceiver proclaimed
himself god and the orcs abandoned their culture,
A placard names each orc hero, their stories lost to time. A becoming savage conquerors, their grand civilization
DC 15 Intelligence (Investigation) check reveals blood stains passing from memory into myth.
on the statues’ hands.

TREASURE
The statue in the northeast alcove holds a longbow.
“Enmity” is etched into its upper limb. This bow functions
as an Oathbow except it whispers in Orcish.
Removing the bow causes the statue to attack. Use
statistics for a stone golem. Returning the bow stops the
attack.

8. CHANCEL
Priests of Rhurdrak conducted worship services here. The
statues depict the god’s twin aspects of trade and
protection.

TREASURE
The altar holds three vials of holy water and a scroll of
greater estoration.

8
CHAPTER 3: THE
DECEIVER
n this chapter, Generys betrays the PCs. Karg,

I
working for her as part of an arms deal, attacks
with the remnants of his raiding part while
Generys attempts to make off with the Blinding
Arrow. She has no compunction about bringing
down the temple with Karg, his orcs, and characters inside.

HALL OF RHURDRAK
Below the main temple lies the final resting place of
Rhurdrak the True. This is where his priests carried his
body and the Arrow of Blinding following the battle with
Gruumsh.
The main treasure here is not the Arrow, but a codex
made of thin metal sheets etched with Orcish runes. Its
pages hold the teachings of Rhurdrak and history of the
ancient orc civilization.

9. HALL OF REFLECTION

The massive pillars take up entire sections of the floor,


making the central path the only way to cross the chamber
from the stairway to the opposite door.
The central floor is made of 10’ x 10’ flagstones each
covered in four orcish runes. Anyone wishing to cross must
step on the letters spelling Rhurdrak’s name. Stepping on
any other letter causes that section of the floor to collapse
into a 30’ pit below. Characters falling into the pit suffer 10
(3d6) bludgeoning damage. A DC 15 Dexterity (Acrobatics)
allows them to avoid falling into the pit.
The flagstone floor just before the door to the Chamber
of Repose is plain, containing no writing and is safe to
stand on.

R G

R H

A U

U R

D M

R S

H A

K S

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DEVELOPMENT
Once all the players make it safely across the hall, the
smell of rose petal perfume wafts through the air.
Making her way down the stairs and across the hall is
Generys (human master thief). Following her are Karg
Spine Snapper (orc war chief) of the Bloody Tusk tribe,
Kansif Doom Hand (Orc Claw of Luthic) and the remaining
three orcs of the raiding party.
Generys applauds the characters for making it this far.
She engages in a brief, condescending dialogue before
ordering Karg to attack.
Tactics. Kansif uses Thunderwave to push the characters
away from the door to the Chamber of Repose while Karg
and his orcs move to engage the characters and clear a path
for Generys.
Generys will avoid combat at all costs using the
Disengage and Dash actions to enter the Chamber of Repose
and grab the Blinding Arrow. Once she has the Arrow, she
attempts to escape the temple using her potion of gaseous
form, leaving the Karg and his orcs to deal with the
characters. If the Arrow passes through the door of the
Chamber of Repose, the entire temple shudders and begins
collapsing. The characters must now escape before the
temple crashes down on them.

TREASURE
Kansif carries Mother’s Roar (see page 12) and 2 potions of
healing. Generys carries Keen (see page 12) and 1 potion of
healing and 1 potion of gaseous form.

10. CHAMBER OF REPOSE


Against the far wall lies a stone sarcophagus, its lid carved
in an effigy of Rhurdrak. In one hand it holds an arrow
made of aged ivory with purple fletching. In the other, is a
book made of thin metal sheets bound with three golden
rings.
The altars to either side hold candles, braziers filled with
incense giving the room a spicy, floral aroma.

TREASURE
The effigy of Rhurdrak holds the Blinding Arrow and the
Book of Rhurdrak.
The Blinding Arrow is a religious artifact to the followers
of Rhurdrak and is worth up to 2,500 gp to the right buyer.

10
CONCLUSION OUTCOME #3
Generys escapes with the Arrow and the characters
narrowly get out with their lives, but not with the Book.
he climax in the Hall of Reflection can play out
How will they get anyone to believe what they learned inside

T
in myriad ways. Below are some possible
the temple? What happens to Ugaarth? Will they chase down
outcomes, as well as questions to spark ideas
Generys?
for the next adventure involving Generys and
In addition to these outcomes, there is still the larger
the ruins of Drohk Lumvar.
complex of Drohk Lumvar to be explored. What secrets and

OUTCOME #1
treasures does it hold? And once the world finds out, who
will show up to explore it and make themselves rivals to the
The characters defeat Karg’s raiders and stop Generys characters?
from collapsing the Temple of Rhurdrak. They now have
several decisions to make. Do they take the Arrow and
collapse the temple? What do they do with the Book of
REWARDS/XP
Characters who escape the temple and complete this
Rhurdrak? Will they expose the world to its teachings?
adventure should advance to the next level. Upon their
What of Generys? Release her and she’s a loose end who
return to Prenbrook, Enid pays them the 500 gp reward for
may seek revenge later. Kill her and a lot of powerful
eliminating the threat posed by the orcs and the ghost in
people may come looking for the characters.
the Temple of Rhurdrak.

OUTCOME #2
The characters defeat Karg and the orcs, but Generys
escapes with the Arrow. What happens during the escape?
Do the characters dare grab the Book of Rhurdrak from the
Chamber of Repose as the temple collapses? If they
succeed, what do they do with the knowledge it holds? Will
this finally put Ugaarth to rest? Assuming they escape,
what do they do about Generys? She could make for a
recurring campaign villain. And who is her wealthy
benefactor?

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APPENDIX A: MAGIC
ITEMS
This section contains a list of magic items found One-Eyed
Deceiver.

BOOK OF RHURDRAK
Wondrous item, artifact (requires attunement by an orc or
half-orc)
This book contains the teachings of Rhurdrak and the
history of the ancient orc civilization of Drohk Lumvar,
and its words are charged with magic. Any orc or half-orc
that reads the contents of the tome must succeed on a DC
15 Wisdom saving throw. On a failure, they are afflicted
with long-term madness (see DMG page 259) and regard
the tome with intense revulsion, as if affected by the
antipathy effect from the antipathy/sympathy spell. On a
success, they may continue studying the book. By spending
48 hours over a period of 6 days or fewer studying the
book’s contents and practicing its guidelines, their
Intelligence score increases by 3, as does their maximum
for that score. They also learn two cantrips of their choice
from the cleric spell list. The book then loses its magic but
regains it in a century.
This tome has no effect on anyone who does not have an
orc ancestry.

KEEN
Shortsword, rare (requires attunement)
This shortsword has a large ruby set in the pommel and
the words “Ever Watchful” etched in Elvish runes down
the steel blade. You have a +1 bonus to attack and damage
rolls made with it.
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.

MOTHER’S ROAR
Staff, rare (requires attunement by a bard, cleric, druid,
sorcerer, warlock, or wizard)
This lacquered hickory staff can be wielded as a magic
quarterstaff that grants a +1 bonus to attack and damage
rolls made with it.
The staff has 5 charges. While holding it you can use an
action to expend 1 or more of its charges to cast the
thunderwave spell from it. For 1 charge, you cast the 1st-
level version of the spell. You can increase the spell slot
level by one for each additional charge you expend.
The staff regains 1d4 + 1 expended charges daily at dawn.
If you expend the wand’s last charge, roll a d20. On a 1, the
staff loses its properties and becomes a nonmagical
quarterstaff.

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