Invisible FortressGM:Rewards

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Notes

The Fur Merchant's Cloak (Common)

Fitted for a child between 4 and 5 years of age, the cloak is made of sturdy, light-blue wool (faded in places) interwoven with strands of orichalcum. While it provides no significant armor bonuses, the cloak will protect an appropriate wearer from natural heat and cold.

System: The temperature under the cloak will be comfortable regardless of the weather one is traveling in. You automatically succeed saving throws to avoid exhaustion due to weather.

The Hound's Eyes (Uncommon)

These golden orbs, roughly the size of two marbles, have been carved out of pure orichalcum in the shape of a pair of eyes. When removed from the canvas toy dog, they offer the character possessing them a significant tool for espionage.

System: When separated, the eyes act as an imaging device that allows you to view a scene without being physically present. Places one eye (either one; they are interchangeable) in a location facing what you would like to observe. Then, at any time, you may hold the other to you forehead and watch what is going on in the first eye's range of sight. This functions as arcane eye, save that you can only view from the location of the second eye, you cannot move the second eye, and you must be within 10 miles of the second eye. However, the distant eye does not register as being magical to any effects such as detect magic.

If you perform a one-hour ritual focusing on an eye in your hand, you can teleport the other eye to your hand so long as it is within 10 miles, allowing you to retrieve the second half of the item without returning to the location you originally secreted it.

The Golden Soldiers (Common)

Mounted on a square foot of brown granite, these soldiers are divided into two groups, 10 gold and 10 bronze, which face one another across six inches of bare rock. The golden soldiers are outfitted in thick plate armor and are all male. Four infantry make up the first row. They are followed by three archers and two cavalry. The figure at the back-center (about a centimeter taller than the rest) wears a crown and carries no discernible weapons. The bronze soldiers are outfitted in skins and leather and are all female; three spear-women, five archers and two riders mounted on what look to be large cats. The central figure is a nude woman with hair that flows to the ground. The figures are fastened to the stone and cannot be removed from it by any conventional means. While the craftsmanship is exquisite, even the most learned historian (Intelligence (HistoryIntelligence (History)skillYour Intelligence (History) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations.) check DC 15) will only be able to date the scene to the First Age and, roughly, the southern part of the Realm (based on the light armor of the female faction, primarily). One may also assume that the golden soldiers represent champions of the Unconquered Sun, while the bronze may be Dragonmarked humans or a mundane barbarian army of some sort. In times past, this representation might have had meaning, but its significance is lost to modern observers.

System: By speaking the command word, the figures will come to life and engage in combat. The entire battle will play out in about four minutes. The bronze figures will charge the gold but be driven back by their superior arms. Spears and swords clash, but the bronze suffer heavy casualties. By the time five of the ten have been "killed" (that is, fallen to the stone, motionless), the nude woman will raise her hand signalling surrender. The golden figures will not stop, however, and what follows is a fairly graphic depiction of the rape and torture of the bronze women. When all the bronze women are "dead", the scene will freeze for 20 seconds before the figures resume their original positions, waiting to be activated again. This relic is a purely ornamental one meant to convey information. Any attempt to rearrange the soldiers using magic or to stop or hinder their movements will result in the item ceasing to function either permanently or until its figures can resume their programmed action unimpeded.

The Perfect Talon Dagger (Uncommon)

Requires attunement

Should a character come into possession of this knife, by whatever means, she might find it quite useful. Appearing to be nothing more than an average throwing knife, it is only on closer inspection that a character will notice flecks of orichalcum in its blade.

System: The Perfect Talon Dagger is a supremely crafted blade made specifically for throwing. The knife can be balanced on any edge indefinitely and, in combat, functions as a +1 magic dagger.

Additionally, the dagger has 4 charges. When using the dagger to make a thrown attack, you may spend 1 or 2 charges to increase the dagger's normal +1 bonus by the number of charges spent and increase its normal range and long range by 5 ft per charge spent. The dagger recovers 1d4 charges at dawn.

The Golden Flames (Uncommon)

Each orichalcum flame is an inch in diameter and can be easily held in the hand or strung on a bit of leather around the neck.

System: The flames have 3 charges. As an action, you can spend charges for one of the following effects:

  • 1 charge: The flame becomes warm for 1 day. A person carrying it automatically succeeds on saving throws to avoid exhaustion due to cold weather.
  • 2 charges: The flame becomes hot for 1 hour. It can be used as a heat source to cook food.
  • 3 charges: The flame burns for 1 minute. You may immediately throw it to a location within 60 ft., where it functions as a casting of create bonfire, without requiring concentration.

The flames recover all charges at the end of a long rest.

Singing Staff (Very Rare)

Requires attunement

The Singing Staff demonstrates the odd approach to magic taken by some First Age magicians. This man-high staff of white jade is carved in an irregular series of waves and swellings, with a knob at each end. When rubbed with a rosined bow, the Singing Staff emits a sweet tone, like a musical saw; different parts of the staff play different pitches and timbres.

If one plants the end of the Singing Staff on the ground and plays it correctly, the land responds to the music, rising and falling like waves or shaping itself like clay molded by unseen hands. This makes the Singing Staff precious as both a tool and a weapon: the Staff can topple castle walls as easily as it digs canals. The Staff's uses are limited only by the skills of its player.

Singing Staves are immensely sophisticated devices, despite their simple appearance. They were never easy to make, and in the modern era are vastly difficult–only three are known to exist. One is (or was) owned by the Scarlet Empress and is stored among her personal effects, one is located at the Heptagram for magical study, and one is held by the Immaculates of Pasiap, who use it for geomantic landscaping when building new Manses. Two used to be held by the Imperial military, but one was lost in battle with the Tepet legions and the other lies on the bottom of the Inner Sea. Although the effects of the Staves are functionally identical, each one has its own musical "tuning."

System: A Singing Staff functions as a quarterstaff. Additionally, a user attuned to it can cast mold earth at will as a bonus action. If an attuned user spends 1 minute playing the staff with a rosined bow, they may make a Charisma (PerformanceCharisma (Performance)skillYour Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment.) check (making the check with advantage if they are proficient with any form of string instrument). Over the course of the minute, the user casts mold earth, affecting at most an area dependent on the result of the check and the type of material:

Result Earth/sand/clay Stone
10 or less 50 cubic feet 10 cubic feet
11-15 100 cubic feet 20 cubic feet
16-20 200 cubic feet 40 cubic feet
21 or more 400 cubic feet 80 cubic feet

The area affected must be contiguous, but can be in any shape. A square across the ground that digs 5 feet deep, an inverted pyramid digging deep into the earth, a shallow trench across an army's battle line, a snaking maze of tunnels, or anything else so long as it does not exceed the volume determined by the ability check and the area is contiguous.

Hearthstone of the Invisible Fortress (Rare)

The Fortress' Hearthstone is transparent and smoothly polished, with spiraling internal striations that lead the eye inward to infinitely. Like the Manse that creates it, this Hearthstone has power of secrecy and concealment: It masks all signs of magic use by the character who carries it.

System: The creature holding the hearthstone and all objects he or she carries are masked as though by a False Aura casting of nystul's magic aura. Once per short rest, they can also cast a spell without its verbal or somatic components, as though it was modified by Subtle Spell metamagic. If a character with metamagic casts a spell this way, they may still apply another metamagic effect to the spell.

See Hearthstone for more information on hearthstone magic items.

Everyman Armor (Uncommon)

Requires attunement

This very plain suit of steel plate armor magically fits any creature of human size and shape. Aside from being light, comfortable and nigh-indestructible, it enables its wearer to change her appearance: She can assume any humanoid appearance, even changing the appearance of the armor. The wearer still looks like a person wearing armor, though, which somewhat limits its utility as a disguise. The magical disguise lasts as long as the person wears the armor and remains conscious.

System: Everyman Armor functions as half plate armor, except it does not impose disadvantage on Dexterity (StealthDexterity (Stealth)skillMake a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard.) checks and only weighs 20 lbs. You can gain this benefit without attuning to the item.

Additionally, while attuned to the armor, you can cast disguise self at will. Any disguise you create when casting disguise self this way must be wearing armor, but that armor doesn't have to be half plate.

Living Glaive (Uncommon)

Requires attunement

This glaive of polished steel bears a fine tracery of orichalcum on the blade and pole. Aside from its value and fine construction, the Living Glaive guides its wielder's hands in combat to block or evade an enemy's attacks.

System: You may take the Dodge action as a bonus action.

Panacea Pipe (Rare)

This hookah is made of green glass delicately engraved and silver-gilt with drawing of medicinal herbs, with fittings and flexible pipes of silver and gold. Although it looks delicate, the pipe is as strong as bronze. If one loads the Panacea Pipe with herbs depicted on the glass, the smoke infallibly cures any and all diseases and poisons–even the Great Contagion.

System: First you must load the Panacea Pipe with the herbs depicted on its glass. These herbs can be gathered from the wilderness with a Wisdom (SurvivalWisdom (Survival)skillThe DM might ask you to make a Wisdom (Survival) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards.) check DC 13 in most regions of Creation, or purchased in most towns or cities for 2 gp. Smoking from the hookah for 5 minutes will cure the smoker of all diseases and poisons of all kinds that they are suffering from. Two people can smoke from it simultaneously, and one load of herbs is sufficient to cure two people.

If the hookah is loaded with anything other than the herbs depicted on the glass, it functions as a normal hookah.

Riding Boots (Rare)

Requires attunement

These thigh boots of fine gryphon-leather come equipped with orichalcum spurs and heels.

System: Once per long rest, you may cast phantom steed as an action.

Sword of Forgetfulness (Very Rare)

Requires attunement

Poets in the Realm use "the Sword of Forgetfulness" as a trope for the cruelty and kindness of both memory and its loss. Characters may be surprised to discover that a Sword of Forgetfulness actually exists. No one can describe the sword in detail because people forget what it looks like as soon as they look away (which can make it a hard item to retain). The sword does not physically harm its target; instead, it strips away consciousness and memory, ultimately leaving its victim a complete amnesiac.

System: The Sword of Forgetfulness functions as a shortsword, except it deals "phantom damage" instead of piercing. The sword leaves no visible wounds, however if a creature has fewer hit points than it has phantom damage, it falls unconscious. When a creature is hit by the sword, it must also make an Intelligence saving throw, with DC equal to 10 + your proficiency bonus. On failure, the creature's Intelligence is reduced by 2 and it loses memory of 5 years of its life. If the creature's Intelligence is reduced to 0, it falls unconscious.

Phantom damage can be healed by any effect that would heal the creature, if the creature is at full health. All phantom damage is removed and the creature's Intelligence score is restored when it completes a long rest. Lost memories never return, barring use of wish. A creature who is reduced to 0 Intelligence by the sword permanently loses all memory of its previous life.

The Unsurpassed Sanxian (Rare)

The instrument of wood and demon-hide looks well made, but only its golden strings hint at its magic. This three-stringed lyre has the most beautiful tone of any instrument in the history of the world, and it magically improves the skill of its player. Any clod can produce a competent performance when playing the Unsurpassed Sanxian. A master instrumentalist could make Deathlords weep, and a champion of the Incarnae could make the stars descend to hear its music.

System: All creatures are considered proficient with the Unsurpassed Sanxian. When making a Charisma (PerformanceCharisma (Performance)skillYour Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment.) check using the sanxian, add your proficiency bonus to the roll if you are not already adding twice your proficiency bonus to the roll. Creatures who would already add twice their proficiency bonus to the roll instead can choose to treat the d20 roll as a 20.

Bards who use the Unsurpassed Sanxian as a spellcasting focus increase their spell attack bonus and spell save DC by 2.

Spell Scroll: Rock-Spinning Technique (Uncommon)

Rock-Spinning Technique Requires concentration
Level Casting time Range/Area Components
2nd 1 Action Self S, M *
Duration School Attack/Save Damage/Effect
Requires concentration 1 Hour Transmutation None Utility

While concentrating on this spell, you can spin stone into flexible thread or yarn. Rock thread is fireproof but no stronger than linen, and is rather scratchy to wear. It is well-suited to tapestries, tablecloths, rugs, etc., though, and in large quantities it makes excellent insulation. The thread or yarn remains the same color as the rock used as the material component for this spell, making most spun rock rather drab, but a caster could use jade or diamond as easily as slate or sandstone. A handkerchief of spun jewels would make an understated yet truly royal gift.

The rock used as a material component is consumed over the course of the hour this spell remains active. If the spell ends early or the caster doesn't spin for the full hour, only a portion of the rock may be consumed, and less thread or yarn will be created. Spinning the full cubic foot of rock will create one cubic yard of fiber.

Way of the Four Elements monks may use a Rock-Spinning Technique spell scroll as though it were a spell on their spell list. If the character has fewer than 7 monk levels, they must make a Wisdom check to use the spell scroll, as per the spell scroll rules for casting spells of higher level than you can cast. Alternatively, the monk can study the scroll for 6 hours. Once they do, they may cast Rock-Spinning Technique by spending 3 ki points.

* (up to a cubic foot of rock, which is consumed, and a spinning wheel worth at least 1 sp)

Available for:
  • Artificer
  • College of Creation
  • Arcane Trickster



Spell Scroll: World Within a Picture (Very Rare)

World Within a Picture
Level Casting time Range/Area Components
5th Special Self V, M *
Duration School Attack/Save Damage/Effect
Until dispelled Transmutation None Banishment

A craftsman who truly masters some form of representational art–painting, tapestry-weaving, carving, metal-casting, etc.–can fashion miniature worlds within a lifelike representation. You imbue an art piece that you have created (the material component for the spell) with magic, and intelligent creatures gain the ability to touch the object and enter the world you have created.

As an action, a creature can touch the artwork and enter the world it represents. There is no limit to the size of the art piece, big or small, but it does need to depict the world you are creating. The world you create can include plants, animals, and even people, but none of the people are actually real. They react in simple, stereotypical ways, like automatons. The actual area that a creature in your world can travel within is one acre, although you may opt to have the world appear to extend further. (A creature attempting to travel beyond the one acre border will either move in a circle or step out of the world, at your discretion when you cast this spell.)

The World Within a Picture lasts until the magic is dispelled, or the art object is destroyed. When imbued with magic, the art object has a minimum of 15 AC and 30 hit points (at the DM's discretion depending on what the artwork is, these values may be higher). Creating a simple world that operates under normal natural laws takes one action to cast this spell. Optionally, you can cast additional spells with a duration longer than 1 round, extending the cast time of this spell by the cast time of the additional spells. If you do, any creature entering your world becomes affected by the additional spell (saving against the effect at the moment they enter, if applicable). These spells last indefinitely on creatures in your world (if the spell allows a save or action to end the effect, creatures may still do so), even beyond the normal duration of the spell. All such spell effects are immediately removed from a creature that leaves your world.

A creature within the world can leave at any time for no action, and creatures are automatically ejected if they drop to 0 hit points or if the magic is dispelled. A creature that leaves the world returns to the hit points it had when it entered. If a creature is in the world when the artwork is destroyed, the creature dies.

The creator of the World Within a Picture may touch the art object and cast banishment on a creature to force that creature into the world instead of its native plane or a generic demiplane. Such a banished creature may choose to not be affected by any of the additional spells cast into the world, but it cannot leave on its own will (magic allowing it to travel to other planes will allow it to escape). If the creature remains in the World Within a Picture for the full duration of banishment, it permanently becomes a part of that world, taking on a role you define. The World Within a Picture becomes that creature's native plane for the purpose of future castings of the banishment spell and similar effects.

* (one art piece which you have created, which has not been used as the material component for this spell before)

Available for:
  • Artificer
  • Warlock
  • Wizard
  • College of Creation



Spell Scroll: Spiritual Sustenance (Uncommon)

Spiritual Sustenance
Level Casting time Range/Area Components
2nd 1 Action Touch V, S, M *
Duration School Attack/Save Damage/Effect
Instantaneous Transmutation None Healing

You mold edible food out of the material component. The food you create is of comparable volume to the volume of the material component you use, and the food's quality is comparable to the value of the material component. The food can be stored for up to a week, at which point it will dissolve into wisps of magical energy when touched.

This spell creates a number of portions equal to 1/10th of the gp value of the material components used (round down) plus 10. Each portion can sustain a creature for one day. Consuming a portion takes an action, and heals the creature consuming it for 1d4-1 (minimum 1) hit points. However, this food cannot be used to sustain a creature indefinitely. For each week that food from this spell composes more than 50% of a creature's diet, that creature gains 1 point of exhaustion, and that exhaustion cannot be removed by a long rest or by greater restoration. Eating 100% real food for a full week will remove one of these incurable levels of exhaustion. (Wish may also remove this exhaustion.)

* (any inanimate material, which is consumed)

Available for:
  • Cleric
  • Druid
  • Ranger
  • Sorcerer



Adamant Blades

The various traps within the fortress contain several thousand blades of adamant, ranging from one to three feet long. These blades cut just about anything, and that makes them valuable tools. They are less immediately useful as weapons than a buyer might think, though, because they are so brittle.

Each blade is worth approximately 5 sp, however selling too many of these blades at once would flood the market and cause the price to drop. If they ration out the blades over time to keep the prices high, characters can gain 2000 gp. A few pack-loads of the blades (or attempting to sell all of the blades at once) confers no more than 500 gp.

Other treasures

Telescoping Spike (Uncommon)

An adamant spike on a telescoping bronze rod. Functions as a +1 dagger with double the normal thrown range. Additionally, you have advantage on any Dexterity (Sleight of HandDexterity (Sleight of Hand)skillWhenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity (Sleight of Hand) check. The DM might also call for a Dexterity (Sleight of Hand) check to determine whether you can lift a coin purse off another person or slip something out of another person's pocket.) check made to conceal the weapon.

Demon Runestone (Rare)

Requires attunement

A character attuned to the runestone can command any of the demons bound to the Invisible Fortress (the Founders and the ice-eaters). While they will not obey a command to inflict direct, obvious harm to themselves or their fellow bound demons, other commands are fair game.

The character also has advantage on Charisma checks against fiends bound by any effect (not just those bound to the Invisible Fortress), and fiends (bound or otherwise) have disadvantage on saving throws against charm effects originating from the attuned character.

The runestone has 1 hit point and 10 AC. However, any attack against it has its damage reduced by 13. If the runestone is destroyed, all 5,000 of the demons bound to the Invisible Fortress will be released to roam free.

Audient Quill (Uncommon)

By speaking a command word, the quill rises on its rod. It will record dictation for any speakers it can hear until the command word is repeated. The quill writes with a golden ink which never runs out and never smudges. It writes in a different handwriting for each speaker it can hear, and the speaker's emotion is reflected in the quill's writing style. If the quill reaches the end of a page, it will turn over and shift the top page to the side, expecting another page to be located beneath. If the quill runs out of paper, it will deactivate itself with a soft chime.

Manacles of Night (Rare)

The manacles are pure orichalcum, save for the lump of black iron. They do not register as magical to effects such as detect magic. However, a character bound in the manacles automatically expends 1 spell slot (if they have any), starting with the lowest level slots, every 6 seconds. A character bound in these manacles does not recover spell slots when they complete a long rest and cannot benefit from features or magic items which recover spell slots, such as Arcane Recovery. Finally, a creature bound in these manacles cannot cast spells with a somatic component.

Escaping these manacles by breaking them open requires a Strength (AthleticsStrength (Athletics)skillYour Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities:You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off.You try to jump an unusually long distance or pull off a stunt midjump.You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming.) check DC 30. Ripping the manacles from the wall they were found in requires a Strength (AthleticsStrength (Athletics)skillYour Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities:You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off.You try to jump an unusually long distance or pull off a stunt midjump.You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming.) check DC 20, but removing them from the wall does not release a character who has been bound in them.

Living Bellows (Uncommon)

With a command word, the bellows will pump themselves. They will stop by repeating the command word.

Orichalcum Ring (Rare)

Requires attunement

Reduce the material component cost of illusion spells and spells whose effect creates light by 50 gp.

Black Jade Dagger (Rare)

Functions as a +1 dagger. Against celestials, elementals, fey, fiends, and undead, it functions as a +3 dagger. The blade is inscribed with the name of a powerful water elemental who fears the dagger above all else. The dagger is fated to slay this elemental, and will lose all of its magic once it does so.

Greenwood Blade (Uncommon)

Requires attunement

Functions as a longsword. While attuned, a wielder can perceive creatures in the ethereal plane within 60 ft., and can hit them with attacks using the sword. Finally, when the sword deals damage to a celestial, elemental, fey, fiend, or undead, its attuned wielder is healed for d6 hit points.