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
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