You are on page 1of 11

Table of Contents

Design Notes: This is a fun little item to have fall into the hands of one of your
players, especially one who's struggling to keep up with the rest of the party­ it will
give them a slight boost on long rests, while making them slightly more vulnerable.
Give it to someone who's likely to hide it's true nature from the rest of the party,
and see how long they can keep it a secret!
Design Note: This is another item that works in a very particular
situation­ it's a good item to give the player who loves finding
clever ways to bluff opponents. It's also a good item to put in the
hands of a foe whose lair the party is assaulting.
Design Note: This is intended to put into the hands of an NPC the party is
likely to follow, to add a level of challenge during a pursuit.. A clever player
might find a use for it, especially a thief or assassin, and since it doesn't
require an attunement slot or take up much space, the party can always
hang onto it until the day comes when they need to sneak into somewhere
an armed, armored adult might look suspicious.
Design Note: These two items give a slight boost to players and NPCs based on their alignment, and can cut across battles in interesting
ways: a party can be generally good in alignment, but made up of chaotic good, neutral good and lawful good characters. In the hands of
a character, these items may drive a wedge through the party, which depending on your group may be either entertaining or problematic
(although the effect is fairly mild, so it shouldn't be too tricky). In the hands of an NPC whose followers are more homogeneous,
however, they adds an unusual boost to opponents: The Dissonant Brooch in the hands of a tribe of Troglodytes, for example, makes
their Stench ability suddenly much more powerful.

You might also like