Page 103 - The Griffon's Saddlebag - Book One [Compressed] (1)
P. 103
Puzzle Ring of Vitality, Life, within 5 feet of you. You create a swamp that fills that space
and Power and nearby spaces within 5 feet of it, turning the area into
thick muck. This area is considered difficult terrain. For each
Ring, legendary (requires attunement by a paladin) additional charge expended after the first, the swamp’s radi-
us increases by 5 feet. While you’re holding the hammer, you
The Inner Ring. This golden ring is blessed by a god of life
and healing. While wearing the ring, you can use your Lay can traverse the magical swamp as if it were normal terrain.
On Hands feature on an ally within 10 feet of you instead of If you expend the last charge from the hammer, roll a d20.
needing to touch them. On a 1, the hammer turns into viscous muck in your hands
The Outer Ring. The inner ring is covered by a silver puz- and is destroyed.
zle ring that grants various benefits. The puzzle ring is made
of three distinct bands that, when fit together in an elaborate
and ever-changing puzzle, cause you to emanate a 30-foot
aura that heals and supports your allies. As an action, you
can make an Intelligence check to solve a piece of the puzzle
in a fixed order:
y The first band slides into place following a successful
DC 5 Intelligence check. Once solved, you begin to emit
the ring’s aura. The aura lasts for 1 minute and is always
centered on you. While you emit this aura, you can use a
bonus action on your turn to cause a creature within the
aura (including you) to regain 2d6 hit points.
y The second band is solved following a successful DC 10
Intelligence check. When it slides into place, the aura’s
strength increases. Each living, nonhostile creature
regains 1 hit point when it starts its turn in the aura with
0 hit points. In addition, creatures within the radius have
resistance against necrotic damage, and their hit point
maximum can’t be reduced.
y The third and final band is solved following a successful
DC 15 Intelligence check. When the band fits into place
to complete the puzzle, the aura’s power is maximized.
Friendly creatures within the aura have advantage on
saving throws against spells and magical effects, and if
succeeding on a saving throw in this way would normally
cause the creature to take half damage, it takes no dam-
age instead.
The aura ends early if you take the ring off or are reduced
to 0 hit points. Once the aura fades, you can’t activate the
outer ring again until 1 day has passed for each band that
you solved. If you solve all 3 bands, the number of days is
reduced by 1d3. On a 3, the outer ring can be activated
again immediately.
Quagmire Maul
Weapon (maul), very rare (requires attunement)
This old, withered hammer seemingly belongs in a swamp.
Regardless of the conditions the hammer is kept in, it is
always damp and smells of bog water. You gain a +2 bonus to
attack and damage rolls made with this magic weapon.
This hammer has 10 charges and regains 1d6 + 4 expend-
ed charges daily at dawn. As an action, you can expend 1 or
more of the hammer’s charges to slam it into the ground
and transform the area around you into sickly, swamp-like
terrain that lasts for 1 minute. When you do, choose a space
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PART I MAGIC ITEMS

