Bag of Enchanted Coral

This bag of refined coral dust always feels moist, and seems to feel alive despite being inanimate powder. It is typically found in coral reefs that have been exposed to sources of water magic for long perious in time. This powder can be used in multiple crafting recipes, to add certain benefits associated with Water Magic. It can also be used as a substitute for Powdered Crystal. When added to a recipe, the creator may Read more

Wand of Jump

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the Jump spell from it. For 1 charge, you cast the 1st Level version of the spell. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Wands count as Read more

Shortbow, Aquatic

This weapon is a modified shortbow that is weighted to be more effective under water than a standard shortbow. An aquatic shortbow does not suffer disadvantage on ranged attacks made underwater, but its ranges are halved. This weapon is in all other respects a shortbow, including weight, proficiency, and damage; it can be made of special metals and upgraded as per normal. Weight: 2. Cost: 200 GP. Rarity: Uncommon. Sell Value: 25 GP

Longbow, Aquatic

This weapon is a modified longbow that is weighted to be more effective under water than a standard longbow. An aquatic longbow does not suffer disadvantage on ranged attacks made underwater, but its ranges are halved. This weapon is in all other respects a longbow, including weight, proficiency, and damage; it can be made of special metals and upgraded as per normal. Weight: 2. Cost: 300 GP. Rarity: Uncommon. Sell Value: 40 GP

Spell Crystal: Absorb Elements

This item allows you to cast the Absorb Elements spell once per day, even if you do not have the ability to cast spells. It casts at its minimum level (1st) but otherwise follows other rules of the spell. If this Spell Crystal has a type listed after it, such as (Cold), then it can only be used to cast Absorb Elements to resist that type of damage. Once used, this item will not function Read more

Slime of Escape

This oily substance is made from scraping the slime off multiple types of fish, and combining them in an equally unpleasant process. As an action, this substance can be sufficiently applied to a creature of medium size or smaller; it would take 3 units to coat a creature of large size. An affected creature has advantage on Escape (Acrobatics) checks for 10 minutes, or until the substance is cleaned off by total immersion in water Read more

Wand of Shape Water

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the Shape Water spell from it. For 1 charge, you cast the cantrip version of the spell. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Wands count as Read more

Advanced Sextant

This piece of advanced technology has been developed by generations of seafearers to study the skies above the Red Venom Plains. When you have at least one minute to use it, you can make a Navigation (Survival) check with advantage when determining what direction you are heading, or what time it is. You also don’t suffer check penalties when there are no visible landmarks, such as when you are on the open water, as long Read more

Cutlass

This weapon is a modified scimitar that is weighted to be as effective under water as it is above it. A cutlass does not suffer disadvantage on melee attacks made underwater. This weapon is in all other respects a scimitar, including weight, proficiency, and damage; it can be made of special metals and upgraded as per normal. Weight: 3. Cost: 75 GP. Rarity: Uncommon. Sell Value: 10 GP

Potion of Swimming

When you drink this potion, you gain a swimming speed equal to your walking speed for one hour. Your hands and legs grow small gills during this time, and you cannot end this effect early. This potion does not grant you the ability to breathe underwater. Weight: 0.7. Cost: 50 GP. Rarity: Uncommon. Sell Value: 10 GP

Fishbreath

This gummy, salty, pungent seaweed compound has been developed to plug your nostrils and fill certain gaps in your mouth while diving. While its taste is rather unpleasant, it does increase your ability to hold your breath; using a unit of Fishbreath will double the amount of time you can hold your breath underwater (to double your Constitution score). This timer will reset every time you get a breath of fresh air. Weight: 0.1. Cost: Read more

The Sirende Marketplace

During any adventure set in Sirende (“SIRN” adventures) if you have the time during, or directly after your adventure, you may purchase any of these items for your character from the markets of Sirende. These items must be recorded as a comment in the adventure’s Discord channel, such as #SIRN01. These items must be purchased within 7 days (real life) of playing the adventure. Each of these items has a “Limit” column; this is the Read more

Spell: Cloak of Shadow

Cloak of Shadow Dark Magic 1 (Utility) Combat Action ◆ 25 Mana Attack: Dark Magic vs Value Area: 1 Creature Range: Touch Duration: 10 Minutes Effect: Target gains a +5 bonus to its Dodge Value and a +25 bonus to its Stealth checks for the duration Insert this into Roll20 as a Macro!(Powercards API must be enabled) !power {{ –name|Cloak of Shadow –leftsub|Dark Magic 1 ◆ Combat Action–rightsub|25 Mana–Area|1 Creature–Range|Touch–Duration|10 Minutes–Effect|Target gains a +5 bonus to its Read more

Minor Dark Magic Totem

This small idol can be worn as a decorative adornment or carried on your person. It seems to absorb the light around it, pushing a darkness to any place it can. Dark Magic Totems are generally made of dark woods and obsidian, although any can be enchanted with Dark Magic Mana. When you have this magical item equipped, it can increase the size of your Darkness spells. Whenever you cast a Dark Magic spell, or Read more

Minor Gluepot

This sticky, adhesive fluid immobilizes its target when it is comes in contact with most materials. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the Lesser Gluepot as an improvised weapon. On a hit, the target is Immobilized. A creature can end this effect by using its action to make a DC 11 Escape check to wipe Read more

Minor Stinkpot

This sticky, repulsive fluid clings to its target when it is comes in contact with most materials. As an action, you can throw this flask up to 20 feet, shattering it on impact. Each target within 5 feet of the impact point must make a DC 11 Constitution Saving Throw (this is a Poison effect). Creatures that do not breathe are immune to this effect. If the target fails its save, it is Poisoned. A Read more

Sunblockers

These unique lenses are made with a mineral that seems to filter out bright light. When worn, they allow races that have a natural aversion to Sunlight to ignore attack and Perception penalties from standing in sunlight. This does not affect other penalties, such as damage sustained from sunlight. Additionally, when worn, the character gains advantage on saving throws against the Blinded condition caused by bright light sources, such as the Sunbeam spell. Rarity: Uncommon. Read more

Minor Gloves of Slashing

These form-fitting gloves are made of a strong leather that seems to bond with Melee slashing weapons you wield. When you make a melee attack that does slashing damage, increase the damage done by +1. It is possible to upgrade these gloves using the Enchanting or Tailoring skill. As these gloves become more powerful, they can only be worn by higher level characters. Rarity: Uncommon. Required Level: 1. Weight: 1.6. Sell Price: 35 gp.  D&D Beyond Read more

Marrow Resin

This resin is made from the the bones of certain enchanted creatures, or sometimes fangs of creatures, and can be used as a crafting ingredient. This item is a common Organic Base for an Alchemical Recipe, such as a Stinkpot or Gluepot. Weight: 0.5 lbs. Cost: 5 SP. Rarity: Uncommon

Grave Dust

This bag of ancient powder feels cold to the touch, and seems to drain heat from any living creature around it. It is typically found in places haunted for extended periods of time, where the soil itself is tainted by the Death enchantments near it. This dust can be used in multiple crafting recipes, to add certain benefits associated with Death Magic. This can be used as an Active Ingredient or an Additive in many Read more

Lore: The Banished Gods and the Apathetic Plague

The Land has many stories, and many ages. The Red Venom Plains has a history that is ancient and forgotten, but part of it remains etched into the memory of its inhabitants. One such memory is the scourge of the gods, the Apathetic Plague. They say it was the first sign of the pending banishment, and it plagues the Red Venom Plains to this day. The deities of old perpetually struggled for followers. They did Read more

Conversation

Conversation is a Common skill, and is modified your Charisma. Conversation reflects a character’s ability to navigate social situations with charm, tact, and persuasive speech. Whether negotiating with a wary merchant, brokering peace between feuding factions, or inspiring a crowd to action, Conversation is the art of influencing others through dialogue and diplomacy. This skill empowers characters to sway opinions, resolve conflicts, or gain valuable allies, making it a cornerstone for adventurers who prefer words Read more

Recipe: Deep Fried Fruit Tarts

These amazing tarts are bursting with a buttery, fruity flavor that simply makes you smile because of its amazingly sweet taste. It is hard to resist these small bites of joy. Effect: Eating one of these tarts gives you a +1 bonus to Conversation (Persuasion) checks for 6 hours. Ingredients: This meal requires one unit of any “Fruit” ingredient, one unit of Spices, and one unit of Grain Paste, which will be used for the dough. Required Read more