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stardustfantasy-dnd · 2 years
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Pipe of Donaar
Wondrous item, very rare (requires attunement by a spellcaster)
This magical pipe was originally enchanted in the sky-bound kingdom of Edonia. A masterful work of art that has endured over time, this pipe has the ability to transform ordinary tobacco into a malleable and mysterious smoke.
The pipe has 9 charges and regains all expended charges each day at dawn. In order to use any of the pipe’s magical properties, there must be tobacco in the bowl of the pipe.
While holding this pipe, you can use an action to cast the Prestidigitation spell from it. In addition, you may cast the following spells from the pipe as an action by expending charges:
Fog Cloud - 1 charge
Sleep - 1 charge
Zone of Truth - 2 charges
Gust of Wind - 2 charges
Gaseous Form - 3 charges
Stinking Cloud - 3 charges
Cloudkill - 5 charges
Mental Prison - 6 charges
You can only cast the above spells through the pipe that would normally be available for your spellcasting level, and using these spells does not expend spell slots. For example, a 3rd level wizard would be able to cast Fog Cloud, Sleep, Zone of Truth and Gust of Wind through the pipe.
In addition, when casting any of the above spells through the pipe, you can choose to expend any number of additional charges to cast that spell at a higher level. This level is equal to the amount of total charges spent. For example, a 14th level wizard can cast Cloudkill at 7th level by expending a total of 7 charges.
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The Wise Mandolin Tavern was booming with life. Gleeful music was being played by a young, plain-looking human troubadour and a slim, graceful human woman with striking jet-black hair that hung over a green dress. While two-dozen drunkards gawked openly at the woman atop the small square stage, two bartenders scrambled to serve the influx of demanding customers. 
Several stools were dragged across the wooden floorboards around the corner beside a hearth, where an old, white-scaled Dragonborn sat forward in an armchair, refilling his pipe, before lighting it.
“Then what happened!?” one of the patrons asked desperately.
Donaar Almenondod sat back, taking a long pull on his pipe before sending forth a cloud of smoke that blew forth like the waves of the ocean. “The storm was unrelenting, and the hull of Keegan’s ship, the Yellow Mongoose, waned, splintered and creaked. He thought of the venerable sages that told him he’d make it, and thought them liars, cheats, thieves.”
As the two bartenders passed by, expertly balancing a dozen tankards, even they were entranced by the dragonborn’s tale. He continued, “As the sailors hurried frantically to reef the final sail, the captain looked starboard. There he spotted a  wave larger than any before it. The only words that left his mouth were that of his goddess.”
Donaar paused again, taking another drag of his pipe before sending out a plume of smoke that split amidst a column of light. The gathered crowd listened fervently. Donaar smiled a wry smile.
- Donaar Almenondod shares a riveting story with a gathering crowd
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ninaluba · 3 years
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Stardust Fantasy ✨ #stardust #stardustfantasy ° / Stardust : A Feeling or Impression of Romance, Magic or Ethereality / #stardustmeaning ° #ninaluba #ninalubainspiration #ninalubamoodboard #glossy #shiny #romance #magic #ethereality Photo via @glossier https://www.instagram.com/p/CJ1Fol2lEqk/?igshid=1eomvmpj4l5yo
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stardustfantasy-dnd · 2 years
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Bracer of Ethereal Arrows
Wondrous item, rare (requires attunement)
While attuned to these bracers, you can produce an endless amount of ethereal arrows. An arrow is produced by running your hand along its sigil.
These arrows serve as a replacement to regular arrows, but can also be used as replacements for bolts. The arrows count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
On a hit, these arrows deal force damage instead of piercing damage. In addition, the more you use this weapon, the more you learn how to shape the ethereal magic found within these bracers, unlocking additional abilities.
Extended Arrow. After 25 successful hits, you gain the ability to increase the range of your ethereal arrow as it flies truer through the air. Your normal and long range when firing an ethereal arrow extends by 10 feet. You can use this ability once per day.
Concentrated Arrow. After 50 hits, you gain the ability to sacrifice all of your movement to produce an ethereal arrow that deals an additional 1d6 Force damage. You can use this ability once per day.
Echolocation Arrow. After 75 hits, you gain the ability to produce an ethereal arrow that upon impact, gives you blindsight within a 10 foot radius. This effect lasts for 30 seconds. You can use this ability once per day.
All of the above special arrow abilities can be combined into a single arrow, but all dissipate into the ethereal plane once their effects end, and cannot be refired.
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The bracer hummed with power.
“Kyanna, this bracer is sought after by many. Now that you are a part of this regiment, you are not to lose it. You are to train with it every day. Feel the magic infused within it reach your fingertips. Make no mistake, this bracer is an aid, but you are responsible for seeing the arrow land true to its target. Command the arrows’ flight Kyanna. Command it well.”
“I won’t let you down”.
- Kyanna receiving the bracer to begin her training
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stardustfantasy-dnd · 2 years
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Gulliver’s Coil
Wondrous item, rare (requires attunement)
As an action, you can speak a command word and drop this magical rope to target a large or smaller creature that you can see within 120 feet of you. The rope will slither like a snake and tunnel underground, its end anchored into the ground as it does. The rope travels 10 feet per turn, until it reaches the area directly below its target. When it does, the coil will emerge from the earth and wrap around the target, attempting to pull it to the ground and hold it in place. The targeted creature must make a DC 15 Dexterity saving throw or be caught by the coil and dragged to the ground, becoming prone and restrained.
While prone and restrained by Gulliver’s Coil, a creature can use an action to escape following a successful DC 15 Strength check.
This ability does not work on creatures that are flying and can only be used after spending an additional action to wind the coil back to you.
When inactive, the rope appears to have a length of 20 feet. When active, the rope can magically stretch for a maximum of 120 feet.
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“Look at the size of that thing!” Ollumar said, startled.
“Shhhhh!” Miratir hushed, “We don’t want to wake it. Quick, use Gulliver.” she continued.
“I’m not sure even Gulliver could handle something that big! What if it breaks free, what if…”
Suddenly, the creature let out a booming snore, and the critters scattered as far as they could towards the other side of the chamber.
“Come on, I’ll use mine too!” Miratir whispered, unhooking the magical coil from her hip.
They both whispered, “On three. One. Two. Three!”
- Ollumar and Miratir attempt to capture a beast.
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stardustfantasy-dnd · 2 years
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Napali’s Pocketed Mote of Antimagic
Ammunition (a bolt, arrow, arrowhead or piece of sling ammunition), legendary
This extremely rare production of ammunition contains a mote of antimagic. Upon impact, this ammunition produces a translucent black sphere that removes magical energy within the affected 10-foot–radius.
Once active, creatures within the sphere cannot cast spells, creatures summoned disappear from existence until the mote wears off, and while within the sphere, magic items lose their magical properties.
Anything magical within the area is suppressed, except for artifacts and deities. Spells and magical effects cannot extend into the area of antimagic, and all magic items regain their magical properties once outside of the affected area.
The effect of this ammunition lasts for 1 minute or until a creature casts Dispel Magic by expending a spell slot of 8th level or higher.
Once this effect ends, the ammunition loses its magical properties and is no longer considered magical.
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For three weeks, Brylyth traveled with little to disrupt the monotony of the journey, save for her two stacks of books which she kept strapped to her horse’s sides. Surprised at her own multiple successful incantations of the scrying spell, Brylyth tracked the elusive master enchanter to a caravan masked in deceptive magic.
After ten days and ten nights waiting and hoping that her call would be answered, the magic around the caravan dissipated. Brylyth approached and opened the door.
“Master enchanter, it’s a pleasure to finally make your acquaintance.” the court mage said, curtseying formally.
“Such manners haven’t been offered to me in some years, young lady. I appreciate good manners. But, I appreciate my time more. Speak quickly sorceress, I have much work that needs to be done.”
“I was told you had discovered a means to compress antimagic within a mote. Is this true?”
“It is,” the master enchanter confirmed.
“The king would see you handsomely rewarded should you be willing to divulge such methods.”
“Which king would this be?”
“Uhhh… King Turnstrum?”
“Oh, Reginald!”
“No… Robert”, the court mage corrected, realising the Master Enchanter referred to the king’s great, great grandfather.
“Hmm, curious… still… I have no use for coin. I once sought those pleasures, not anymore. For someone seemingly so bright, your game of persuasion is rather lacking. I’ll tell you what,” Napali proposed before reaching beneath the small, rotting desk. “Take this. Bring it back to me when you have discovered how to properly contain antimagic, the thing all mages seem to fear.”
“The only thing I fear is what is to come of my kingdom, master enchanter.”
“Then don’t dawdle young mage. Tick. Tock. Tick Tock.”
- Master enchanter Napali is visited by a court mage intent on learning about antimagic
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stardustfantasy-dnd · 2 years
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Goblin Blades
Weapon (scimitar, shortsword, handaxe, spear or dagger), common
These vicious, serrated weapons are commonly used by goblin raiding parties. Unlike the clean kills afforded by smooth, honed weapons, these blades can cause nasty, lasting wounds.
If you roll a 19 when making an attack with this weapon, you cause the creature to hemorrhage. At the end of the creature’s next turn, they lose 1d4 hit points due to blood loss.
If you roll a 20 when making an attack with this weapon, you cause the creature to bleed to a devastating degree. At the end of the creature’s next turn, they lose 1d8 hit points due to blood loss.
If the creature is healed before the end of their next turn, they do not suffer the additional hit point loss. Alternatively, the bleeding creature or any allied creature may, as an action, make a DC 12 Wisdom (Medicine) check to prevent the extra damage inflicted due to blood loss.
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Twincastle was breached. The front ranks of goblins led the charge towards the sunken walls and crumbling gate to the city.
Roland, First Captain of the Twincastle Militants, watched as Fourth Captain Priscilla ordered the retreat of her regiments of bowmen.
Roland declared, “Men! Queen Cloven finally stands at our door with her corrupt goblin army, seeking to test our mettle. I see all your faces beneath your helms, and I am here to remind you that Commander Rikon and King Farlock have faced and defeated the filth who’ve come knocking at our walls! Know this, men. These walls are not the will or might of Twincastle, no. That will and might exists in the blood of each and every one of you. Do not underestimate what comes through our doors, but know that whatever does is no greater than the glory of Twincastle!”
The men rallied, banging their weapons into the ground while the sounds of enemy footfalls rapidly approached. The rank of spearmen leveled their weapons towards the encroaching threat, and after a minute, the battle was joined in earnest.
The goblin ranks were easily skewered by the rank of spearmen, but the sheer number of goblins soon overwhelmed them. Gruesome goblin blades struck out, leaving pools of blood in their wake.
- The Twincastle Militants rally against a goblin menace, led by Queen Cloven
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stardustfantasy-dnd · 2 years
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Whip of Paralyzing Mercury
Weapon (whip), very rare (requires attunement)
This whip infuses and harnesses the power of mercury to poison and paralyze enemies. It has 3 charges and regains 1d4-1 charges at dawn.
Paralyzing Mercury. If a creature is hit by this whip, by expending 2 charges, the deadly mercury infused within this weapon sticks to the target and is absorbed by them. That creature must make a DC 15 Constitution saving throw. On a failed save, the creature takes 1d4 poison damage and is paralyzed until the end of your next turn. On a successful save, a creature takes half as much damage and isn’t paralyzed. This ability does not affect constructs or undead.
Malleable Mercury. The malleability of the magical mercury allows its user to bend and shape it to cause various wounds. By expending a charge, the user can change the normal damage type of this weapon to Bludgeoning, Slashing or Piercing. The weapon will retain this damage type until another charge is expended in this same way.
While attuned to this weapon, the user can use this weapon’s handle to observe the immediate surrounding area’s exact temperature between 38°C and 338°C. If the temperature is below 38°C or above 338°C, this whip and its abilities are rendered unusable.
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Unlike the homes of his Dwarvish ancestors, a once-vacant place where magnificent rock deposits were hewn into nigh-perfect gems, the mountain of Rothegar bid Daldren Broadstead and his company a most unwelcome visit.
The first month of exploration and excavation saw the discovery of a nest of Hook Horrors, and the subsequent loss of a half dozen members of his company. In the second month three more perished from the suffocating vapour pockets they found.
Morale was at an all time low, and an uprising of company men who sought to abandon their quest were becoming increasingly vocal. Daldren, as stubborn a leader as his father before him, promised riches beyond measure; he said “My brothers, the vision I saw was no mere dream, but a prophecy! When have my visions failed us before?”, he asked, to which the others offered no reply, recalling their leader’s previous visions.
Daldren had led them to a great abandoned fortress, now a beacon among the Dwarvish Kingdom, to a shipwreck where a crown jewel was recovered from a swashbuckling legend, and to a trapped company of Dwarves beneath crumbling castle ruins.
Ever deeper the company delved into the depths of Rothegar as supplies became scarce with hungry mouths to feed. But everything changed with one more picking of stone…
“Mercurite!” Daldren said in wonder as one of the miners called him over. The deep red stone started to glow and Daldren suddenly yelled, “Get back!” A huge explosion scattered rock and sent shuddering trembles up the mountain. Daldren caught the miner and swung back on the rope affixed to him just in time.
“Get Zirtara!” Daldren yelled.
- Daldren and Company discover a vein of unstable mercurite  
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stardustfantasy-dnd · 2 years
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Ammunition (a bolt, arrow, arrowhead or piece of sling ammunition), rare
A spellcaster can spend 10 minutes imbuing this ammunition with their raw magical power by expending a chosen spell slot. The ammunition can only hold the raw power of one expended spell slot at a time.
The volatile make-up of this ammunition means that when it strikes its target, the raw energy stored within explodes in an area, causing Force damage. The amount of damage and the area of effect depends on the spell slot expended, and can be seen from the table below:
Spell Slot - Area of Effect - Damage
1 - No AOE - 1d6
2 - 5 foot radius - 2d6
3 - 10 foot radius - 4d6
4 - 15 foot radius - 6d6
5 - 20 foot radius - 7d6
6 - 25 foot radius - 8d6
7 - 30 foot radius - 11d6
8 - 35 foot radius - 12d6
9 - 40 foot radius - 13d6
Once the ammunition has struck its target, the ammunition breaks and the magic is lost. If the ammunition is not used within 24 hours, the magic is also lost.
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“Next!” a guard ordered as another soldier within the battalion moved on past a dozen small huts in the courtyard just outside the barracks.
“Over here!” another guard called as another soldier moved on from another of the small huts.
Haldrisi was the next in line, moving up to one of the hut, spying a robed figure with his head down.
“Years of service?” the robed figure asked.
“Nine.” Haldrisi replied.
The robed figure looked up at him, and Haldrisi noticed the mage’s glowing eyes. “Hmm” the robed figure hummed, before reaching to his side and plucking three arrows from the storage rack beside him; each sported a sapphire at its head. The mage placed his hands over each arrow one at a time as the sapphire began to hum and glow with power, just as the robed figure’s eyes had. When they were finished, Haldrisi noticed the robed figure attempt to conceal deeper, more exhausted breaths.
Before he could say anything, he heard one of the guards beside him command, “Next!”
- Haldrisi readies for war
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stardustfantasy-dnd · 2 years
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Mercurite Stone
Wondrous item, very rare
Only the most experienced of spellcasters are able to cast the intricate runic magic inscribed on this small deep red sulphide mineral. Often found alone in chests filled with soft cushions or hay, the magic traps the volatile toxic compounds held within.
As an action, you can strike or throw the stone at a target to cause the runic magic to unravel, and the deadly mercury inside to explode. Upon impact, all creatures within a 10-foot radius must make a DC 18 Dexterity saving throw. On a failed save, a creature takes 2d6 Poison damage and 2d6 Force damage, and is paralyzed for 30 seconds. At the end of each of its turns, a paralyzed creature can make a DC 14 Constitution saving throw, ending the effect on a success. On a successful save, a creature takes half as much damage and is not paralyzed. Constructs and undead cannot be paralyzed by this effect.
Once this item has been used, the stone’s properties become inert and may not be used in the same way again.
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“Incredible!” Zirtara said as she inspected the Mercurite Stone, pulling her stool closer in towards her desk.
“The composition of this stone, the makeup, the power…”
Zirtara carefully made an incision into the stone. At its core, a silver liquid rested, much like the seeds of an apple. As she poured the silver liquid into an iron beaker, Zirtara observed the liquid as it moved around the beaker, studying its surroundings, climbing its walls. Quickly, Zirtara placed a lid on the beaker and sighed in relief.
“Oh there’s more to this stone than meets the eye. Perhaps this can be fashioned into something.” Zirtara pondered.
- Zirtara ponders the possible crafting opportunities of Mercurite
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stardustfantasy-dnd · 2 years
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Pun-ishment Stick
Staff, common
This stick looks like most other wooden branches that may have fallen or broken off from trees. Upon closer inspection, a character may attempt to inspect the stick by making a DC 12 Intelligence (Investigation) check. If successful, that character will spot faded red-painted letters upon the stick stating “NO”.
If a character touches the stick, it will glow dimly and its faded painted letters will brighten and sharpen. The stick will then disappear into a special extra-dimensional space.
Curse. Once a character touches this stick, you cannot remove its curse unless you are targeted by the Remove Curse spell or a similar magic. When the cursed character, or any character within the cursed character’s current party makes a pun, the Pun-ishment stick will appear from an extra-dimensional space and whack that character for 1d4 Bludgeoning damage. This attack cannot be anticipated by normal means, as preparing to block it will cause the stick to appear in an unguarded spot, exploiting any character’s weak area.
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The young druid Romulus fought with a ferocity unmatched by any of his allies. In his mighty bear form, Romulus tore the bugbear clan apart, each of their bodies slamming against the cave walls, leaving none alive in his wake.
When all was done, Romulus and his allies rested. Romulus had run out of energy and time. His body morphed and transformed back to its original, much frailer state. He panted heavily as beads of sweat trickled down his forehead.
“We made it…” one of his allies said, exhausted, clutching onto a grievous wound she’d suffered to her right leg.
“I can’t believe it,” another added.
“You could say…we bear-ly made it out of there alive!” Romulus quipped.
For a moment there was silence in the cave as all of Romulus’ allies looked towards him unimpressed.
“OW!”
- Romulus and his allies fight a deadly bugbear clan
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stardustfantasy-dnd · 2 years
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Pressure-less Balm
Wondrous item, uncommon
This alchemical concoction takes the form of a translucent liquid that can be applied to any surface. When applied to any explosive device, magical item or trap that reacts to pressure, it is rendered inert for 1 minute. Multiple applications do not stack.
For example, if this balm is applied to a pressure-plate, dynamite, or a magical bomb, they do not activate as a result of pressure as they might normally do.
The full jar of Pressure-less Balm runs out after 10 uses.
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Zirtara rushed down the narrow paths of the mountain and reached Daldren Broadstead, the leader of their company, staring at the gaping hole left from the explosion of the Mercurite Stone.
“Mercurite! I can’t believe it! I mean I just can’t believe it!”
“Stay your excitement Zirtara, we’re lucky the mountain hasn’t collapsed in on us!” Daldren said.
Zirtara nodded, swallowed her excitement, and reached into her satchel and pulled out a brush and pot of liquid.
Daldren sighed and said, “If only we had one of Napali’s pocketed motes of antimagic…”
“Pfff,” Zirtara said, “This’ll do just fine.” Zirtara moved to the wall, spotting a red glow coming from certain areas of rock. Dipping her brush into the translucent liquid, Zirtara brushed over the rock, and after a minute, the red glow weakened. Zirtara picked away the rest of the rock and grabbed the Mercurite Stone with her bare hands.
“See!” she said grinning, “Now, time for me to go to work.”
- Zirtara applying some pressure-less balm to stop unstable mercurite reactions
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stardustfantasy-dnd · 2 years
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Candy Sai
Weapon (dagger), rare
This set of green and red sai are said to have been forged in a fabled kingdom in the northern realms; much like most fables, many argue of its apparent existence. By submerging either sai into a liquid, the nearest cubic foot of liquid becomes peppermint flavour.
While wielding both of these sai, you gain a +1 bonus to attack and damage rolls made with them. The bitter cold of these magical sai cause each of them to deal an additional 1d4 cold damage to its target.
Each sai also gains the following effects when used:
Green Sai. As a bonus action, you can pluck a magical mistletoe berry and crush it over the candy blade. The next target hit by the sai covered in the mistletoe’s poison must make a DC 12 Constitution saving throw, or take 2d4 additional poison damage. The sai grows one new berry each day at dawn, up to a maximum of 3.
Red Sai. If a target is hit by this sai, they must make a DC 12 Wisdom saving throw. On a failed save, the target hallucinates for 1 minute. Their vision becomes lightly obscured as they begin to see Christmas baubles fall from above like snow; this is the case even if sheltered. The target also gains disadvantage on Wisdom (Perception) ability checks that rely on hearing, as they hear the sound of Christmas carols.
Sugar Rush. As a bonus action, you can bite either sai to ingest a rush of sugar into your bloodstream. For 3 rounds, you gain 15 additional feet of movement per round, advantage to all attack rolls and all Strength and Dexterity ability checks and saving throws. After 3 rounds, you gain 3 levels of exhaustion.
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As winter reached its zenith, the village of Restabor was layered in a thick, crisp white blanket of snow. Everyone had dressed up in thick clothing, apart from Kayla, the village blacksmith who’d spent a large portion of the morning igniting her forge with an oversized kiln.
Wiping her forehead from exhaustion, Kayla spotted her daughter walking towards her through the crowd, carrying a young boar over one shoulder.
“Mara, you missed breakfast again! What have I told you about going on the hunt before sunrise?” Kayla asked.
With a groan, Mara dropped the boar to the ground and dusted snow off her cape. “Mother, I have to get my practice in if I am to earn the respect of Huntsmaster Torvain. Oh, and I’m out of arrows.”
Sighing, Kayla said, “Take that thing back home, salt it and put it in a keg; I don’t want it stinking up my shop.”
With a nod and a grin, Mara hefted the boar back over her shoulders and began to walk home. As she passed the market, curious eyes halted on a stall she’d not seen before. A thin and rather short elf with a face almost as pale as the snow sat on a stall with an innocent smile.
“Seasons greetings! Something on your wishlist?” he asked. The elf gestured towards the table in front of him, filled with an assortment of masterwork weapons and armour.
Mara ignored the table, of which her mother could craft just as well, instead eyeing a strange set of daggers hanging from one of the stall’s posts as it continued to ice over. Feeling the weight of the young boar above her shoulder, Mara spoke quickly and frankly, “What are those?”
Following her eyes, the elf plucked a set of daggers that looked like candy. “Ah, these are very special daggers from my homeland, empowered by our leader. A worthy addition to the arsenal of a hunter such as yourself!” he enthused.
“Who's your leader?” Mara asked.
The elf grinned, “Merry Christmas!”
- Mara comes across a strange elf bearing festive weaponry
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stardustfantasy-dnd · 2 years
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Tinkerer's Toolbox
Wondrous item, rare (requires attunement)
This rather odd-looking, yet bulky iron toolbox weighs 15 pounds and is 3 feet long, 2 feet wide and 2 feet deep. From within, soft, partially-muted, synthesised sounds can be heard.
Honed Tinker’s Tools. The toolbox contains special Tinker’s Tools that grants a +4 bonus to ability checks made to repair mechanical items.
Mechanical Toys. Upon opening the toolbox, you can speak its command word as a bonus action to instruct a clockwork cohort to jump out from the toolbox.
The swarm appears in a space within 5 feet of you, is friendly to you and your companions, and will obey your commands as best as it can. The swarm shares your initiative count, and takes its turn immediately after yours. The swarm obeys the Archaic Algorithms trait, unless you take a bonus action to command it to return to the toolbox.
If you are incapacitated or absent, the swarm will continue to act according to the Archaic Algorithms trait. If the swarm is reduced to 0 hit points, it cannot be used again for 24 hours.
If a returned swarm has more than half its hit points, it will mend itself to full capacity after 24 hours, regaining all hit points. The lockbox can't hold more than one clockwork cohort. Alternatively, an Artificer with proficiency in using smith’s tools can expend a spell slot to mend a returned swarm to full capacity.
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“Cammie, I need you to trust me.”
“No, no, no! Don’t give me the trust line Pavel, you promised you’d really try this time. How many places have you visited and asked for work, hmm?”
“Cammie, please, if you’d just look at what I’ve created. They’re just prototypes but-”
“None! That’s how many. We have two daughters Pavel, and you’re in this tiny room you call a workshop more often than the home with your wife and children. I love you Pavel, but it isn’t just us anymore, we have responsibilities.”
“Cammie, this is my life’s work. These…toys aren’t toys, they’re just the first step towards-”
“Put the toys away, and come join your family. Now!”
- Cammie and Pavel argue over his mechanical creations
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Special thanks to "The Fluffy Folio" for a fantastic collaboration!
Their content can be accessed by all tiers on our patreon so enjoy the Clockwork Cohort!
Check out their instagram at https://www.instagram.com/the_fluffy_folio/
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stardustfantasy-dnd · 2 years
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Bear Totem Amulet
Wondrous item, uncommon (requires attunement)
This magic amulet, weighing 1 pound, empowers those with a spiritual connection to the bear. Whenever a druid wearing this amulet transforms into a bear, they gain the following benefits:
- Their AC while transformed increases by 1;
- Their total hit points increase by 10;
- The duration of their Wild Shape transformation doubles.
If a ‘Path of the Totem Warrior’ barbarian, who has chosen the totem spirit of the bear, is attuned to this amulet, the duration of their rage doubles.
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The traveller hefted a large sack as he moved along the concourse, surrounded on both sides by wagons of all sizes. The place was alive with noise, an assortment of armed mercenaries loading goods, weapons and provisions onto the backs of wagons. Moving past a throng of merchants and caravan masters petitioning for armed escorts, the traveller’s eyes met a lonely Kamrinian who, rather than announcing his demands, had fixed a placard to his wagon. It read ‘Travel to Poliasta - 4 silver coins’. The low fee told the traveller all he needed to know.
“How much to get me to the Plains of Pelan?” the traveller asked.
The wagon driver chuckled before spotting the traveller’s heavy coin purse. 
“Eight nights,” the wagon driver mused, “that’ll normally run you 40 silver coins, but the Plains of Pelan are no normal destination. Haven’t you heard the tales?”
“Tell me what you’ve heard,” the traveller smirked.
Nervously, the wagon driver stepped around to his horse’s other flank; as if doing so would protect him from the horrors he was about to divulge. 
“People tell tales of the Plains of Pelan and the woodlands to the north.  There are… discrepancies, were you to weigh up each of those tales against one another. But they all have one thing in common; a wise and powerful beast that roams the lands at night. A creature with a ferocious-looking head that could block out the moon, terrifying claws that reflect the moon’s light, and legs like tree trunks.”
“We leave at dawn,” the traveller said simply, flicking a gold coin towards the wagon driver.
“Didn’t you hear what I just said?!”
“Oh, I heard, and I think it’s finally time I paid my sister a visit.”
- A terrifying tale of a wise and powerful beast
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stardustfantasy-dnd · 2 years
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Oligarth's Emporium - Jug of the Thankful Fish
This week, Oligarth has gotten his hands on the previously released Jug of the Thankful Fish.
Check out our Jug of the Thankful Fish post for the exact mechanics.
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stardustfantasy-dnd · 2 years
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Oligarth's Emporium - Turtle Shell Amulet
This week, Oligarth has gotten his hands on the previously released Turtle Shell Amulet.
Check out our Turtle Shell Amulet post for the exact mechanics.
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