Page 65 - The Griffon's Saddlebag - Book One [Compressed] (1)
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A
B B
Festerwood Vizard
Wondrous item, rare (requires attunement) C
This dark wooden mask is strangely insect-like and magi- D
cally conforms to fit your face. While wearing the mask, you
gain blindsight out to a range of 10 feet. You can put on and E
remove the mask using an action.
In addition, you can summon a swarm of insects (beetles) F F
Festerwood that fly out of the mask’s mouth and obey your verbal com-
mands as an action. You can command the swarm to move G G
Vizard
and make an attack as part of the action to summon them
and then again on each of your following turns as a bonus H H
Festerwood’s Light action. If the swarm goes 10 minutes without attacking a
creature, they dissipate harmlessly to seek food elsewhere. I I
Once this property has been used, it can’t be used again until
the next dusk. J J
K K
Festerwood’s Light
Weapon (rapier), legendary (requires attunement) L L
This festerwood rapier’s blade is inlaid with scrapings from M M
the Lightspore, the radiant mushroom growing at the center
Festerwood Logger of the Festerwood. You gain a +1 bonus to attack and damage N N
Weapon (handaxe), uncommon rolls made with this magic weapon. In addition, while
you’re attuned to this rapier, you have advantage on ability O O
This magic axe is a favorite among lumberjacks. The axe is checks made to find locations within the Festerwood and are
made entirely of the magically hardened festerwood and immune to disease. While holding the sword, the blade P P
sharpened to a menacing edge. The weapon’s glimmering yel- sheds bright light in a 10-foot radius and dim light for
low pustules leech acid with each attack, causing any target another 10 feet. Q Q
hit by it to take an extra 1d4 acid damage. This acid damage You can use an action to raise the blade overhead and
is maximized if the target is a plant creature, a nonmagical speak its command word. When you do, all creatures other R R
plant, or an object made of wood.
than you within 30 feet of you are dusted with a sudden wave
of magical spores. A friendly creature affected by the spores S S
Festerwood Masher is suddenly invigorated, allowing it to immediately use its
Weapon (a maul or warhammer), very rare (requires reaction to either make one weapon attack or move up to half T T
attunement) its speed without provoking opportunity attacks. A hostile U U
creature affected by the spores must succeed on a DC 17
This festerwood hammer has amber pustules on its end that Constitution saving throw or be incapacitated until the end
have enriched the wood with its corrosive properties. You of your next turn. Once this property has been used, it can’t V V
gain a +2 bonus to attack and damage rolls made with this be used again until the next dusk.
magic weapon. The rapier has 5 charges for the following properties. The W W
In addition, this hammer has 3 charges and regains all weapon regains 1d3 + 2 expended charges daily at dusk.
expended charges daily at dusk. When you hit a creature or Spore Cleansing. As an action, you can touch a willing X X
object with the hammer, you can expend 1 of its charges to creature with the rapier and expend 1 of its charges to re- Y Y
magically release some of the corrosive acid. When you do, if move 1 Spore Counter from that creature.
the target is Large or smaller, that target takes a cumulative Spells. While holding this rapier, you can use an action Z Z
−1 penalty to its AC that lasts for 1 minute. If the target is to expend 1 of its charges to cast one of the following spells
Huge or Gargantuan, it takes this penalty after you expend from it (save DC 17, spell attack bonus +9): charm person
either 2 or 3 charges in this way, respectively. This hammer (4th-level version), compulsion, confusion, contagion, faerie fire,
deals an extra 1d4 acid damage to any target it hits for each −1 locate animals and plants, or moonbeam (4th-level version). In
penalty to AC it has in this way. addition, you can use an action to cast the dancing lights spell
at will while holding the rapier.
You can read more about the Festerwood in Part 3! 65
PART I MAGIC ITEMS

