Page 95 - The Griffon's Saddlebag - Book One [Compressed] (1)
P. 95
Orator’s Quill
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Otyugh Ouroboros
Overshield Cloak Rapier I I
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Orator’s Quill contents out of a vial. The tendril can’t attack, activate magic K K
Wondrous item, common items, or carry more than 10 pounds.
In addition, you can raise or lower the cloak’s hood using a L
This red feather quill generates its own mundane ink and acts bonus action. While the hood is lifted, you can use an action
on its own as you speak to it. While holding the quill, you to close your eyes and see through the eyes of the tendril. M
can speak its command word as a bonus action to activate it. You can control the tendril while looking through the eyes in
While activated, the quill magically floats upright and writes this way. When you do, you have darkvision out to a range of N N
the words you speak to it on whatever stationary, nonliv- 60 feet. You return to your normal senses when you reopen
ing surface it’s been placed on. When it reaches the edge of your eyes or lower the hood. O O
that surface, it begins a new line below before continuing. P P
If the quill reaches the end of the surface, such as a piece of Ouroboros Rapier
parchment, it taps against the surface expectantly until a Q Q
new one is provided. You must be within 15 feet of the quill Weapon (rapier), very rare (requires attunement)
in order to speak to it. If the quill is behind total cover, it can- You gain a +1 bonus to attack and damage rolls you make R R
not understand you. If you speak the quill’s command word with this magic weapon. Whenever you roll an 8 on the
again, even if you’re not holding it, the quill deactivates and damage die for an attack made with this weapon, the target S S
falls down. If the quill doesn’t write anything for 1 minute, it of the attack takes an extra 1d8 poison damage. In addition,
deactivates on its own. when you roll a 20 on an attack roll with this weapon against T T
a creature, that creature must make a DC 15 Constitution
Otyugh Cloak saving throw. On a failed save, the creature takes 3d6 poison U U
Wondrous item, uncommon (requires attunement) damage and is poisoned for 1 minute. On a success, the poi-
son damage is halved and the creature is not poisoned. V V
This gruesome, magical otyugh pelt still holds some of its
natural abilities. A single tendril bearing three eyes hangs Overshield W W
from the back of the cloak’s hood. While wearing the cloak,
you can use an action to telepathically communicate with Armor (shield), uncommon (requires attunement) X X
a creature you can see within 60 feet of you that can under- While holding this large shield, you gain a +1 bonus to your
stand a language, sending either simple messages or AC. This bonus is in addition to the shield’s normal bonus to Y Y
images when you do. The receiving creature can’t respond AC. The bonus becomes +2 while you have at least 1 tem-
to these messages. porary hit point. While you have temporary hit points, the Z Z
The tendril hanging from the hood is 3 feet long and offers shield emits a slight blue glow.
some limited articulation. While wearing the cloak, you In addition, you can channel the heroic resolve within the
can use an action to mentally control the tendril enough to shield as an action to gain 1d6 + 8 temporary hit points. Once
manipulate a simple object, such as open an unlocked door, this property of the shield has been used, it can’t be used
stow or retrieve an item from an open container, or pour the again until the next dawn.
95
PART I MAGIC ITEMS

