You are on page 1of 4

DUNGEON OF THE MAD MAGE

YAWNING PORTAL
DARKBLADE: The adventurers meet a old character, he is a secret member of the Xanathar’s
Guild, he offers to pay [GOLD] amount of gold if the characters deliver a package to Skullport in
the hands of [CHARACTER].

OBAYA: Buys unwanted magic items and spellbooks, she always pays in PLATINUM coins, after
she buys 75.000 GOLD she hires a mercenary group and books a ship to her homeland. Her money
is secured in the Bank of Waterdeep, she fullfills payments hours after the transaction.

MAGIC ITEMS:
Common:10 PP
Uncommon: 50 PP
Rare: 300 PP
Very Rare: 5,000 PP
SPELLBOOKS(Highest Level Spell):
5PP for 1st level, 25PP for 2nd/3rd level, 100PP for 4th/5th level, 250PP for 6th/7th and 500PP for
8th/9th level.

SYSTEM REFERENCE DOCUMENT

SECRET DOORS: DC 20 WIS (PERCEPTION) TO SEE


LOCKED DOORS: DC 20 DEX (DEX – THIEVES TOOLS) LOCKPICK
DC 20 STR (ATHLETICS) TO BREAK

ELDER RUNE: DC 22 TO RESIST BANE RUNE


WONDROUS ITENS

WARHAMMER OF THUNDERWAVE

RARE +1 WARHAMMER – 30ft – 3 charges – Requires Attunement


This warhammer feels way lighter than a normal warhammer does. While attuned to this hammer
the user can use a charge to cast “Thunderwave” whenever the attack is a critical attack.

VECNA’S SACRIFICIAL DAGGER

RARE DAGGER – Requires Attunement

While wielding this dagger the user can spend an action and two hit dice to cast “Summon Undead”
as a level 3 spell.

NECKLACE OF WILLPOWER

UNCOMMON Necklace – Requires Attunement

Whenever you receive healing, heal an additional +1.

CRAFTING ITENS
SCHEMATIC: DAZZLING MINE

Crafting Time: 1 Long Rest


Arming Time: 1 minute
Range: 15-foot cone (choose direction when arming the trap)
Components: 75 units of trapping pieces(you may reduce the cost by up to 25 components if you
find an appropriate replacement).
A dazzling array of flashing, colored light springs from the trap. Roll 6d10; the total is how many
hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from the trap are
affected in ascending order of their current hit points (ignoring unconscious creatures and creatures
that can't see).

Starting with the creature that has the lowest current hit points, each creature affected by this trap is
blinded until the end of their next turn. Subtract each creature's hit points from the total before
moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or
less than the remaining total for that creature to be affected.
The DC to spot the trap is 8 + your proficiency modifir + your intelligence modifier.

SCHEMATIC: MELARKYN FLAME MINE

Crafting Time: 1 Long Rest


Arming Time: 1 minute
Range: 15-foot cone (choose direction when arming the trap)
Components: 75 units of trapping pieces(you may reduce the cost by up to 25 components if you
find an appropriate replacement).
A thin sheet of flames shoots forth from the trap. Each creature in a 15-foot cone must make a
Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much
damage on a successful one.
The fire ignites any flammable objects in the area that aren't being worn or carried.
The DC to spot the trap is 8 + your proficiency modifir + your intelligence modifier.
SPELLS

Spiritual Weapon
2nd-level evocation
Casting Time: 1 bonus action
Range: 60 feet
Components: V, S
Duration: 1 minute

You create a floating, spectral weapon within range that lasts for the duration or until you
cast this spell again. When you cast the spell, you can make a melee spell attack against a
creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 +
your spellcasting ability modifier.

As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack
against a creature within 5 feet of it.

The weapon can take whatever form you choose. Clerics of deities who are associated with a
particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make
this spell's effect resemble that weapon.

You might also like