Page 63 - The Griffon's Saddlebag - Book One [Compressed] (1)
P. 63
Eye of the Bookwurm Fanfare Ammunition
Wondrous item, uncommon Weapon (an arrow or bolt), common
This small, glass sphere is enchanted with weak divination A favorite among tricksters, this ammunition is intended to
magics to help you find specific words or phrases in writing. distract rather than wound. When you make a ranged attack
It has a stylized iris etched into the glass. with this ammunition and hit a target, the attack deals no
You can use a bonus action to speak the eye’s command damage, and the ammunition vanishes and is destroyed
word aloud, followed by the word or phrase you’re searching on impact. In its place, a noise of your choice erupts from A
for. The word or phrase magically appears and floats within the point of impact, such as the sound of books falling, a
the sphere. By holding the eye in a free hand, your vision dropped coin, or the breaking of glass. You decide the noise B B
becomes magically enhanced to subconsciously highlight and its volume when you fire the ammunition. The sound can
the word or phrase you searched for in a green light wherever be as quiet as a whisper or as loud as a scream. A creature can C
you see it. Once you’ve used the eye’s ability for the first time, determine that the sound is an illusion with a successful DC
you can change the word or phrase as many times as you like 10 Intelligence (Investigation) check. D
for the next hour, after which the item can’t be used again
until the following dawn. Ferryman’s Take E E
Fable’s End Wondrous item, rare F F
Weapon (mace), very rare (requires attunement) These tarnished copper coins are always found in pairs and G G
bear the portrait of a horned man on one side (heads) and a
You gain a +1 bonus to attack and damage rolls made with rowboat on the other (tails).
this magic weapon. Whenever you roll a 20 on an attack roll You can place the coins over the eyes of a dead, uncon- H H
with fable’s end against a Large or smaller creature, it must scious, or willing humanoid creature as an action. When you
succeed on a DC 15 Charisma saving throw or be banished to do, the coins create an effect based on which side is facing I I
its native or other plane of existence. At the end of its next up. You can remove one or both of them from the creature’s
turn, the target reappears in the space it left or in the nearest eyes as an action to end their effects early. If the coins aren’t J J
unoccupied space if that space is occupied. You banish and facing the same direction, they have no effect on the creature K K
score a critical hit against fey creatures on a roll of 19 or 20 they’re placed on
with this weapon. Fey creatures have disadvantage on the Heads. While the coins are heads up over the eyes of an L L
saving throw. When a creature is banished in this way, the unconscious creature, that creature is stable. If placed over
weapon’s center emits a brilliant magenta flash of light. the eyes of a conscious creature, it enters a physical and M M
mental state indistinguishable from death and gains immu-
nity to psychic damage while doing so. The creature remains N N
in that state for 1 hour or until the coins are removed. Once a
Fanfare Ammunition
living creature leaves this state, it can’t enter it again in this O O
way for 24 hours.
Fable’s End
Tails. While the coins are tails up over the eyes of a dead P P
creature, that creature is under the effects of the gentle repose
spell. Its body can’t be detected through magical means, and Q Q
the soul of the creature can’t be contacted.
R R
S S
Some magic items are
Eye of simply evil. You can T T
still appreciate their U U
Dendallen
craftsmanship, of course, V V
Eye of the but if it’s evil and gross,
it becomes much harder.
Bookwurm W W
X X
Y Y
Z Z
63
PART I MAGIC ITEMS

