Monday, July 31, 2017

Monday Recap: Jailbirds

You can still adventure in jail! ...kind of.
I finally got my players together again for Storm King's Thunder! Folks are getting busier, and I don't think it'll abate until my company's local conference is over. Until  then, this game is no longer weekly or even bi-weekly... More like monthly.

The good news is I'm going to have a new campaign kicking off here soon. Good news in that I dearly hope I can handle that many games at once again! Wubba lubba dub dub!

This story is part 16 of a series. This campaign was discontinued.
Part 1 | Part 2 | Part 3 | Part 4 | Part 5 | Part 6 | Part 7 | Part 8 | Part 9 | Part 10 | Part 11 | Part 12 | Part 13 | Part 14 | Part 15 | Part 16 | Part 17 |

Storm King's Thunder: Jailbirds


Cast of Characters
Jon: Dungeon Master
Megan: Cecelia Sondheim, human bard, a Harper hoping for a bright future!
Cody: Rolen Dundragon, half-elf Warlock of the Archfey, a scoundrel with a heart of gold
Cait: Mialee Galanodel, elf ranger, from a distant land and doesn't have personal space boundaries
Shannon: Kye Bosunen, human Purple Dragon Knight, carries a big sword and his honor

When we last left our heroes, they were on a mission to recover a child from the Feywild. The babe had been stolen away by Princess Dandelion, a vain and capricious Archfey who fancied the child. She had promised to return him to the party if they retrieved her slippers, which she needed for the upcoming Greengrass festival.

The players had wandered through her hedgemaze city and found the cobbler, Frendmaus, who was supposed to be making the shoes. However, his store had clearly been robbed, and he was crying behind the counter.

Kye and Cecelia rushed to see if Frendmaus was okay while Rolen and Mialee began to look around the shop. Frendmaus told them that the shoes were stolen right before he was supposed to deliver them, only a few days ago. Cecelia noticed that nothing else was missing - it was obvious the thief knew about the shoes and came specifically for them.

Rolen asked what made the shoes so special, and Frendmaus explained that they had an enchantment on them - they would make an Archfey dance with grace and poise, but any lesser being would likely be unable to control the dancing power. Rolen flipped open his jokebook full of rituals, and cast Detect Magic. Sure enough, a faint path of magic lead them out of the shop and into the hedgemaze.

Do you think they had to raise a hedge fund to make this?
Following the magic trail, they discovered an abandoned warehouse, boarded up and unused. Kye kicked the door down, and Mialee lit up the back of the area with her Dancing Lights spell.

In the back, they saw an elf, clearly dressed in rogue's clothing, dancing with the magic slippers on her feet. She seemed absolutely exhausted, and her feet were bleeding from what must have been days of dancing.

The group didn't have any spells to dispel the magic effect, but Kye did have the hide of a Crag Cat they had fought, which was resistant to magic. Using the hide, they were able to pull the slippers off the thief's feet, and wrap them tightly so they wouldn't touch anything else.

Cecelia bound the thief's hands, and the mysterious elf immediately began to plead for her life, offering a valuable item if they didn't turn her in to Princess Dandelion. The party was intrigued, but decided that Frendmaus would be the one to make the final decision.

They returned to the cobbler's shop, and Frendmaus was delighted to see the slippers returned unharmed. He cast a quick spell to clean them of blood, and asked what had happened. After the group explained, the cobbler only asked for repair money and allowed the thief to go. True to her word, she left them a small present for her escape: a Hat of Disguise! Rolen donned it immediately.

As way of payment, Frendmaus decided to give the party a gift of shoes. He opened a dusty box and revealed huge pumps covered in glitter and ribbons, with little aquariums in the heels filled with a jeweled fish each. Mialee immediately grabbed them. They turned out to be enchanted to allow her to fly for a short while. She was so happy she nearly cried.

But more ribbons and glitter
Frendmaus asked the group to deliver the slippers to Princess Dandelion, and they agreed. The adventurers made their way back through the hedgemaze and met Branchlord the treant guard captain outside the palace. he greeted them in his usual monotone fashion, and lead them in to see the Princess.

Princess Dandelion was delighted to see her slippers safe, and immediately put them on. She mentioned that it was Greengrass today, after all, and she couldn't miss out on the festivities of the Summer Faerie Court!

This confused the party, since they had only been in the feywild a matter of hours, and Greengrass wasn't for another couple days. They realized time had passed differently for them, and immediately asked to be sent back to Luskan.

Dandelion smiled and told them that was perfect, since according to her scrying mirror, they were wanted in Luskan. Before the heroes could clarify what she meant, she snapped her fingers, and they were teleported away in a whirlwind of yellow petals.

They reappeared right in the middle of Luskan's town square, and indeed, the city was celebrating the festival of Greengrass. Decorations were hung up everywhere, and people were doing all sorts of festival activities.

As they stood up, dazed, a voice rang out, "it's them what killed the orc man!"

Jakob and his father, Maxwell, whose son/brother was the stolen child, were nearby, and Cecelia gave them the baby as guards surrounded the group. Cecelia played dumb, even though she recognized the name of the orc - Dral, her contact with the Harpers that she was supposed to meet!

The group, surrounded by city guards, agreed to be taken to prison. Cecelia quietly called Beldora on her Sending Stone, leading to a verbal lashing by her mentor. Cecelia meekly apologized and asked for any help the Harpers could spare.


http://guang-yang.deviantart.com/art/Prison-of-Desires-51055831
These bars can't hold adventuring spirit!
The group was put in jail, where a clerk of the court told them what happened and asked them to state their defense. They called on Maxwell and Jakob and witnesses, and gave the clerk their pamphlet they had used to find the feywild in the first place. The clerk thanked them and asked them to stay the night in jail.

Mialee was extremely upset that she was missing Greengrass, even sticking her boots out of the window and yelling at passerbys to check them out. Rolen cast Invisibility on her and himself, so they could at least celebrate Greengrass with a private moment. Cecelia put a Silence spell around them so she wouldn't have to listen.

The next morning, the clerk returned, and said an anonymous witness had come forward, clearing their name. The case had been closed, and the witness said that the party should be given two of Dral's possessions: a flask of liquid and a note that read "Drink Me!"Rolen used Identify on the flask, and realized it was a potion of teleportation!

The group went back to their hotel room to grab their Kobold friend Rooney. Rooney had obviously believed the party was never going to return, as he had set up a makeshift shelter in the hotel room. He was relieved to see them, as he otherwise would have never been able to make it out of the city alive.

One by one, they drank the potion, and were teleported into a round room with a teleportation circle on the floor. Rolen quickly sketched the circle's sigil in his notes. Mialee noticed a Tressym peering at them from a set of stairs, but it flew away when she approached.

She heard a voice from her shoulder, saying it didn't like this place because of the smell of other cats. She turned to see who had said that, and slowly realized that it was Rillex, their pet Tressym! Their adventure into the Feywild had caused Rillex to be able to speak!

Mialee was overjoyed. She couldn't decide if this was the best or worst Greengrass ever. Meanwhile, the rest of the group went upstairs to see what was going on.

They met a cantankerous old archmage named Kraven Valharrow, who informed them that they were in Everlund, a city far from Luskan. They had entered the Harper Teleportation Network, and could now travel to any of six major cities in the North!

The party was relieved to be someplace safe. Rolen and Cecelia were particularly happy to hear they could go home to Waterdeep! Mialee, having missed Greengrass, wanted to celebrate. Kraven said it had been a while since he had thrown a good party, and winked.

Everlund: basically Harper central
We stopped there for the session. It was short, but a lot happened! The party now has a means of fast travel, which I think will help them avoid tedious travel. They also finally got to level up, after months of being at level 6. They were very excited about that!

I don't think we'll be able to have another game until near the end of August. Stay tuned for a big party!

Thanks for reading!

Friday, July 28, 2017

Creature Loot: E & F


This week on Creature Loot: rap groups - who does it best?
Finally through the D's. If you don't know what that means, and what all this is about, well, get caught up!


Elementals

Air Elemental (5) – elemental (arcana)
  • 3d2 Motes of Elemental Air: Appears as a tiny puff of cloud. If held in the hand and blown upon, casts Fog Cloud centered on the mote. Can be used as the material component of a Commune spell to contact a deity in the Elemental Plane of Air. Using either of these abilities destroys the mote.
  • 1 Heart of Wind: Identical to a Mote of Elemental Air, and can be used for the same purposes. In addition to its other properties, it can be mastercrafted (conjuration) by a spellcaster into a portal to the Elemental Plane of Air. The portal is stationary in the location it is crafted.
  • 1 Gust of Warm Breeze: Invisible to the eye, can be detected by magic or if a search is performed to look for a small area where wind seems to blow from nowhere. Can be used as the material component of a Conjure Elemental spell, which has its casting time reduced to 1 action but can only summon Air Elementals.

Earth Elemental (5) – elemental (arcana)
  • 3d2 Motes of Elemental Earth: Appears as a rock that glows dimly. If dropped or thrown to the ground as an improvised weapon, the ground becomes mud as if it had cast Grease centered on the mote. Can be used as the material component of a Commune spell to contact a deity in the Elemental Plane of Earth. Using either of these abilities destroys the mote.
  • 1 Heart of Stone: Identical to a Mote of Elemental Earth, and can be used for the same purposes. In addition to its other properties, it can be mastercrafted (conjuration) by a spellcaster into a portal to the Elemental Plane of Earth. The portal is stationary in the location it is crafted.
  • 1 Vial of Crystalline Powder: Appears to be normal gems, can be detected by magic or if a search is performed to look for gems that shift like liquid. Can be used as the material component of a Conjure Elemental spell, which has its casting time reduced to 1 action but can only summon Earth Elementals.

Fire Elemental (5) – elemental (arcana)
  • 3d2 Motes of Elemental Fire: Appears as a rock that glows dimly. If dropped into an open flame, casts Faerie Fire centered on the mote. Can be used as the material component of a Commune spell to contact a deity in the Elemental Plane of Fire. Using either of these abilities destroys the mote.
  • 1 Heart of Flame: Identical to a Mote of Elemental Fire, and can be used for the same purposes. In addition to its other properties, it can be mastercrafted (conjuration) by a spellcaster into a portal to the Elemental Plane of Fire. The portal is stationary in the location it is crafted.
  • 1 Puff of Smoke: Appears to be normal smoke, can be detected by magic or if a search is performed to look for a wisp of smoke that does not dissipate. Can be used as the material component of a Conjure Elemental spell, which has its casting time reduced to 1 action but can only summon Fire Elementals.

Water Elemental (5) – elemental (arcana)
  • 3d2 Motes of Elemental Water: Appears as a small shard of ice that glows with blue light. If covered in water or dropped in water, casts Create Water, centered on the mote. Can be used as the material component of a Commune spell to contact a deity in the Elemental Plane of Water. Using either of these abilities destroys the mote.
  • 1 Heart of Waves: Identical to a Mote of Elemental Water, and can be used for the same purposes. In addition to its other properties, it can be mastercrafted (conjuration) by a spellcaster into a portal to the Elemental Plane of Water. The portal is stationary in the location it is crafted.
  • 1 Vial of Sea Foam: Appears to be normal foam, can be detected by magic or if a search is performed to look for sea foam. Can be used as the material component of a Conjure Elemental spell, which has its casting time reduced to 1 action but can only summon Water Elementals.

Elves



https://www.deviantart.com/art/Drow-of-Praxirek-59516000
These guys can straight up murder a beat
Drow (1/4) – humanoid (survival)
  • 1 Tattered Chain Shirt (rusts in sunlight)
  • 1d4 Poisoned Crossbow Bolts: On a hit, the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.

Drow Elite Warrior (5) – humanoid (survival)
  • 1 Tattered Studded Leather (rusts in sunlight)
  • 1 Tattered Shield (rusts in sunlight)
  • 2 Poisoned Shortswords: When they successfully hit a creature for the first time, that creature takes an additional 10 (3d6) poison damage.
  • 3d4 Poisoned Crossbow Bolts: On a hit, the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.

Drow Mage (7) – humanoid (survival)
  • 1 Spellcasting component pouch
  • 1d4 healing potions
  • 1 Arcane Focus (decays in sunlight)
  • 1d4 books (useless, decay in sunlight)
  • 1 Spellbook: Contains 1 random spell of 3rd level or less that can be copied by a wizard (decays in sunlight)
  • 1 Flask of Alchemist’s Fire
  • 1 Minor Amulet of Lolth: Can be crushed to magically summon a Quasit, or to attempt to summon a Shadow Demon with a 50% chance of success. The summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.

Drow Priestess of Lolth (8) – humanoid (survival)
  • 1 Spellcasting component pouch
  • 1d2 Greater Healing potions
  • 1 Holy Symbol of Lolth (decays in sunlight)
  • 1d4 books (useless, decay in sunlight)
  • 1 Holy Book of Lolth (decays in sunlight)
  • 1 Flask of Alchemist’s Fire
  • 1 Major Amulet of Lolth: Can be crushed to magically summon a Yochlol with a 30% chance of success. If the attempt fails, the summoner takes 5 (1d10) psychic damage. The summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.
  • 1 Set of Holy Robes of Lolth: Grants proficiency in the Insight skill, unless the wearer is already proficient. The wearer has advantage on Wisdom (Insight) checks made to determine if another creature is planning to betray them.

Empyrean (23) – celestial (religion)
  • 1 Divine Maul: Acts as a magical maul that changes size to fit its wielder. If wielded by a good-aligned creature, a creature struck by the maul must succeed on a DC 15 Constitution saving throw or be stunned until the end of the wielder’s next turn. The requirement changes to evil-aligned if the Empyrean was evil.
  • 2 Eyes of the Empyrean: Acts as a diamond worth 1,000 gp if used as the material component for a spell. Using it as a material component to cast Chromatic Orb allows the caster to choose Force damage or Radiant damage as the spell’s damage type. Can be mastercrafted (alchemist’s supplies) into a Potion of Truesight, which confers truesight out to 120 feet for 1 hour when consumed.
  • 2 Hands of the Empyrean: No immediate use. Together, they can be carefully crafted (carpenter’s tools or leatherworker’s tools) into a throne. A creature seated on the throne can understand all languages it hears, and can speak in any language. If a creature attunes to the throne, they gain proficiency on Wisdom (Insight) and Charisma (Persuasion) checks, as well as truesight out to 120 feet. Celestials are automatically hostile to a creature attuned to the throne. If the Empyrean was evil, the throne’s attunement counts as a curse, and the attuned creature’s alignment shifts to Neutral Evil over the course of the next month.
  • 4d4 Bones of the Empyrean: Though obviously bone, counts as Adamantine in terms of hardness. Must be ground into powder before use. If consumed as an action, acts as the spell Lesser Restoration. If 10 are consumed together as an action, acts as the spell Greater Restoration. If 16 are consumed together as an action, acts as the spell Heal.
  • 4d4 Chunks of Divine Flesh: If consumed as an action, reduces the apparent age of a humanoid by 3d10 years, to a minimum of 13 years old. This effect doesn’t extend the creature’s lifespan. For the remainder of the creature’s mortal life, their emotions manifest as a harmless, minor sensory nature effect (similar to the Druidcraft spell) in a 5-foot cube they occupy. This imposes disadvantage on Charisma (Deception) checks if the creature is emotionally invested in the topic.
  • 1 Titan’s Skull: No immediate use. Though obviously bone, counts as Adamantine in terms of hardness. Can be mastercrafted (smith’s tools) into a set of half-plate or plate armor that requires attunement. While attuned to the armor, the wearer can use a bonus action to bolster all nonhostile creatures within 120 feet. Bolstered creatures can’t be charmed or frightened, and they gain advantage on ability checks and saving throws until the end of the wearer’s next turn. Once this property is used three times, it can’t be used again until the next dawn. While the creature is attuned to the armor, they slowly increase in size, as if affected by the Enlarge spell. The transformation takes place over 10 days, and the beneficial effects only manifest on the final day.
  • 2d4 Locks of Divine Hair: No immediate use. Can be crafted (weaver’s tools) into a charm that can be worn as a pendant, earring, or bracelet, and requires attunement. While attuned to the charm, if you fail a saving throw, you can choose to succeed instead. Once you use this property, you can’t use it again until the next dawn.
  • 1 Immortal Heart: Can be consumed as an action by a good-aligned humanoid, or an evil-aligned humanoid if the Empyrean was evil. For the remainder of the creature’s mortal life, they have advantage on saving throws against spells and other magical effects. Additionally, they can no longer cast or be affected by Cleric or Paladin spells, and holy items cease to function while in contact or use by the creature. Celestials are automatically hostile to the creature, and the creature can still be affected by their Innate Spellcasting feature. If a creature is raised from the dead, they no longer retain this property.
  • 3d2 Vials of Divine Blood: Can be consumed as an action to grant immunity to bludgeoning, piercing, and slashing damage from nonmagical weapons for 1 minute.
  • 1 God’s Trinket: A small item from the upper planes. The DM rolls on the trinket table (PHB pg 160), and adds the following property to the item: while holding this item, a creature’s hit point maximum and current hit points increase by 5. The creature has disadvantage on Wisdom saving throws made to avoid being the target of a Scrying spell originating from the Empyrean’s parent.
  • 1 God’s Pendant: Requires attunement. While attuned, the wearer may cast Commune once per day. If the spell is used to contact any extraplanar being other than the Empyrean’s parent, the wearer must make a DC 20 Wisdom check. On a failure, the spell contacts the Empyrean’s parent. An evil Empyrean does not carry a God’s Pendant.
  • 2 Blessed/Cursed Gauntlets: Requires attunement. When worn together, the wielder gains a +1 bonus to AC, and they may cast Spare the Dying three times per day. If the gauntlets are taken from an evil Empyrean, they cast Shocking Grasp instead.
  • 1 Sacred Robe: Acts as padded armor. If the wearer worships a god of the same alignment as the Empyrean’s parent, then the wearer does not need food, drink or sleep while wearing the armor.  In addition, they gain the benefits of a short rest after 30 minutes of prayer, and the benefits of a long rest after 4 hours of prayer. An evil Empyrean’s robes lose all magical properties.
  • In Lair: 6d10 Humanoids who are faithful to the Empyrean’s parent, or who serve an evil Empyrean out of fear

https://www.artstation.com/artist/director-16
Empyreans prefer solo albums

Ettercap (2) – monstrosity (nature)
  • 2d2 Tattered Claws: Acts as a tattered dagger
  • 1 Web Sac: When held, can cast Web one time before running dry.
  • 1 Vial of Ettercap Poison: Can be applied to a weapon or a piece of ammunition as an action. A creature hit by the poisoned weapon or ammunition must make a DC 11 Constitution saving throw or take 1d8 poison damage. Additionally, the creature is poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Ettin (4) – giant (survival)
  • 1 Tattered Battleaxe
  • 1 Tattered Morningstar
  • 1d2 Ettin Skulls: When held, grants advantage on Charisma (Intimidation) checks made against humanoids, and disadvantage on all Charisma ability checks made against giants. Two heads together can be carefully crafted by a spellcaster (Divination) into a font of water that can act as the material components of a Scrying spell, and creatures of the abyss (such as demons) have disadvantage on Wisdom saving throws made to avoid being detected by the spell.
  • 1d4 Giant’s Toes: No immediate use. Sought as trophies by hunters and heroes, and can be sold for a good price to collectors or admirers.
  • 1 Ettin Heart: No immediate use. Can be carefully crafted (alchemist’s supplies) into a Potion of Hill giant strength.

Faerie Dragon

neondragon.deviantart.com
Not quite Biggie and Pac
Red/Orange/Yellow (1) – dragon (nature)
  • 1d2 Faerie Dragon Wings: No immediate use. Twenty of these can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants advantage on saving throws against spells and other magical effects while attuned. Additionally, the wearer may use their action to cast Greater Invisibility, targeting themselves only. Once this property is used, it cannot be used again until the next dawn.

Green/Blue/Indigo/Violet (2) – dragon (nature)
  • 1d2 Faerie Dragon Wings: No immediate use. Twenty of these can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants advantage on saving throws against spells and other magical effects while attuned. Additionally, the wearer may use their action to cast Greater Invisibility, targeting themselves only. Once this property is used, it cannot be used again until the next dawn.
  • 1 Vial Faerie Dragon Dust: When sprinkled on a creature, roll 1d10.
    • 1-7: The creature must succeed on a DC 11 Wisdom saving throw or take no actions or reactions for 1 minute. On its turn, roll a d6. On a 1-4, the creature moves in a random direction. On a 5-6 the creature does not move, but may repeat the saving throw, ending the effect on itself on a success.
    • 8: The creature must succeed on a DC 11 Constitution saving throw or be blinded as if by the Color Spray spell.
    • 9: The creature must succeed on a DC 11 Wisdom saving throw or be Polymorphed into a sheep for 1 hour.
    • 0: The creature becomes invisible for 1 hour. Any equipment it is wearing or carrying is invisible as long as it is on the creature's person. The effect on the creature ends if it attacks, deals any damage, or casts a spell.

Flameskull (4) – undead (religion)
  • 1 Wizard Skull: Acts as an Arcane Focus for Evocation spells only. When used this way, the caster may cast Magic Missile at 1st level once per day. If the Flameskull was destroyed by Force, Thunder, or Bludgeoning damage, it loses this property. After 1 hour, the skull reforms into a Flameskull unless holy water is sprinkled on its remains or a Dispel Magic or Remove Curse spell is cast on them.
  • 2 Flameskull Eyes: As an action, a creature holding the eye can cast Fire Shield (choosing the warm shield). This consumes the eye. Until the eye is used, the Flameskull can see through the eye, even if it is currently destroyed. If the Flameskull reforms, any unused eyes wink out of existence.
  • 1d4 Motes of Green Flame: No immediate use. Can be crafted (alchemist’s supplies) into a Potion of Fire Resistance.

Flumph (1/8) – aberration (arcana)
  • 1d4 Flumph Tentacles: No immediate use. Can be crafted (alchemist’s supplies) into a vial of acid.

Fomorian (8) – giant (survival)
  • 1 Tattered Greatclub
  • 1 Fomorian Evil Eye: No immediate use. Can be carefully crafted (jeweler’s tools) into an amulet that requires attunement and has 3 charges. An attuned creature may expend a charge to hold up the amulet as an action and target a creature within 60 feet of the amulet that can see it. The creature must succeed on a DC 14 Charisma saving throw, taking 27 (6d8) psychic damage on a failed save, or half as much damage on a success. Curse: a creature attuned to the amulet is cursed with magical deformities. While cursed, its speed is halved, and it has disadvantage on ability checks, saving throws, and attacks based on Strength or Dexterity.
  • 2 Fomorian Hide: Acts as a smelly blanket. When used in the Underdark, random encounters are less likely in the night (DM rolls twice and if either is “No Encounter”, no encounter occurs). When used in the Feywild, random encounters are more likely (DM rolls twice and if either is “Encounter”, an encounter occurs).
  • 2d4 Fomorian Finger: When held, good-aligned creatures of the Feywild are more likely to see the holder as an ally, and the holder has advantage on Charisma checks made to convince good-aligned Fey to trust them.
  • 1 Fomorian Stomach Lining: No immediate use. Can be carefully crafted (alchemist’s supplies) into a Potion of Fungal Immunity (for 1d4 hours, the user is immune to the poisoned condition if it would be caused by a fungus or fungal creature).
  • 2 Mutated Fomorian Limbs: Acts as a gruesome weapon. Roll 1d10 to determine what can be looted from this particular Fomorian.
    • 1-3: Arm – Greatclub
    • 4-6: Leg – Flail
    • 7-9: Horn – War Pick
    • 10: Tail - Whip

Fungi

http://tylerjacobson.blogspot.com/
I could see Nicki Minaj wearing this
Gas Spore (1/2) – plant (nature)
  • Gas Spore Malt: No immediate use. Can be carefully crafted (brewer’s supplies) into a delicious beverage that causes the drinker to become intoxicated (as the poisoned condition) for 1d4 hours. At the end of this duration, the drinker must make a DC 10 Constitution saving throw or become infected with a disease. Spores invade the infected creature's system, killing the creature in a number of hours equal to 1d12 + the creature's Constitution score, unless the disease is removed. In half that time, the creature becomes poisoned for the rest of the duration. After the creature dies, it sprouts 2d4 tiny gas spores that grow to full size in 7 days.

Shrieker (0) – plant (nature)
  • Shrieker Malt: No immediate use. Can be carefully crafted (brewer’s supplies) into a delicious beverage that causes the drinker to become intoxicated (as the poisoned condition) for 1d4 hours and doubles the volume of their voice.

Violet Fungus (1/4) – plant (nature)
  • Violet Fungus Malt: No immediate use. Can be carefully crafted (brewer’s supplies) into a delicious beverage that causes the drinker to become intoxicated (as the poisoned condition) for 1d4 hours and take 1 necrotic damage each hour they are intoxicated.
That's all! I hope your players enjoy brewing mushroom beer for their tavern parties! Next week, we'll start digging into the G's.

http://tylerjacobson.blogspot.com/2014/05/d-core-books.html
That looks familiar...
Thanks for reading!

Wednesday, July 26, 2017

Am I Under a Rest?

Nothing like a campfire to make an adventurer feel safe
While I was speaking to an old friend, he told me that he had adopted an unusual rule for his D&D games: longer rest times. He generally plays a more character- and story- driven game, which intrigues me.

This is actually a variant rule listed right in the DMG (pg. 267), with options for "Epic" and "Gritty" games. How are these created? How do they affect the game?

Well, let's first look at the rules themselves.
  • Normal: A Long Rest is 8 hours, a Short Rest is 1 hour
  • Epic: A Long Rest is 1 hour, a Short Rest is 5 minutes, with some restrictions on high-level spell recovery
  • Gritty: A Long Rest is 7 days, a Short Rest is 8 hours

I think these rules were designed with a specific type of play in mind, namely, the traditional dungeon-crawl style of D&D. According to DMG pg 82-84, a party should encounter about 6 encounters per long rest, averaging medium difficulty. They should get two short rests, each one after 2 encounters.

That's a pretty combat-heavy system. Though more old-school players might laugh at the idea of a mere 6 combats in a day, many groups would balk at the idea. Combat is a very intense part of the game, taking up a lot of time and using up the player's resources.

Not coincidentally, this is also why many games have trouble with the idea of "encounter difficulty". A Hard encounter is actually only hard in terms of its place in the overall adventuring day. If you throw a Hard encounter at a fresh party of adventurers, they will trounce your monsters. But after 5 other encounters, it will actually feel challenging.


http://robedirobrob.deviantart.com/art/Bandit-Camp-378378474
About time to sleep, I think
This actually gives us some reference for how a game should adapt to these variances. In an epic game, combats should be happening nearly constantly. An hour's respite is simply a lull on the battlefield, and a Fighter needs a moment's rest before jumping back in the fray.

In a gritty game, however, combat should be rare. A party might go an entire day without a combat, or face two combats on a difficult day. When they rest, they show up the next day still nursing wounds - it takes a full week to recover completely.

In the Epic rules, it says a DM should consider carefully the recovery of high-level spell slots. I think that's the biggest indicator that the DMG expects the players to still be following the "normal" adventuring day. If the PCs are facing down wave after wave of enemies, granting high-level spell slots to the wizard is only fair after everyone else fully recovers.

Now, if you're like me, you probably already have a particular rest set that you use. It might even be based on the magic system you have in your setting. And it's hard to justify why Mr. Wizard could only cast Forcecage once a day while his successor, Mr. Blizzard, can cast it again after an hour's rest.

So here's some ways to implement this within an existing campaign.

The plan is murder. Everyone got that?
Planes

Different planes have different rules. On the bloodthirsty plane of Acheron, abilities recover quickly so warriors can rejoin the fray. On the cliffs of Mount Celestia, those of pure heart need only wait a moment before their wounds knit closed. Meanwhile, the barren wastes of Pandemonium prevent those within from easily recovering magic. And in Limbo, you simply have to wait until the laws on Entropy once again move forward, allowing your wounds to close.

Areas

Normal recovery only applies in towns and campgrounds. If you're deep in the wilderness or dungeon, you simply don't have the resources to heal properly, and it takes longer. Meanwhile, fighting a battle within a church or palace will afford the highest level of physical and mental rejuvenation.

Blessed or Cursed

The party, their country, or their whole world has been laid low by a terrible curse: magic becomes difficult to recover, and wounds that healed easily now fester. Alternatively, an army blessed by Pelor must now fight a never-ending horde of Orcs - but fortunately, their wounds heal quickly, and their magic seems limitless.

There's only one way to break the curse... find a new DM
Setting-Altering Events

In some way or another, magic leaves the world. It's no surprise that spellcasters suffer - but those who were healed by the residual magical energy around them (i.e. everyone) suddenly realize how much they had been relying on that power.

Obviously, building games in these rules will require different expectations for encounters. An epic party will nearly always be fresh, and so will require more dangerous and numerous encounters. Meanwhile, a gritty party will shy away from even a lowly goblin patrol, knowing that their wounds won't heal for at least the remainder of the day.

Additionally, the time a campaign takes will also change. A normal campaign is generally measured in days, but a gritty campaign takes place over weeks, and an epic campaign over hours. This means a few things in terms of non-combat encounters.

First off, in a gritty game the possibility of aging, buying property like a tower or stronghold, and running a business become more feasible. In a normal game, these are rare, and in an epic game, they are off the table.

Conversely, an epic game can feature wars where the PCs are heroes among hundreds of combatants. They can fight for a full day, resting here and there, and be fine. This is also rare in Normal games, and downright impossible in a gritty campaign.

Give me five minutes, I just need a quick breather
So it's worth looking carefully at what kind of game you'd like to run before you adopt a particular rest variant. And you may need to decide that before you pick a campaign setting.

Thanks for reading!

Monday, July 24, 2017

Monday Recap: Gallery Hopping

I do dearly love when we get to play Maze of the Blue Medusa. So many zany things to explore! So little prep needed! Although, after this last session, I'm going to have to come up with more and more cool loot to give to my players...

Edit: This series was written before allegations about the authors of this module were released. To respect the players of the game, as well as the brilliant writing of Patrick Stuart, I've decided to keep these posts up. However, all links and art have been removed. Thank you for understanding.

This story is part 5 of a series. The campaign was completed.
Part 1 | Part 2 | Part 3 | Part 4 | Part 5 | Part 6 | Part 7 | Part 8 | Part 9 | Part 10 | Part 11 | Part 12 |

Maze of the Blue Medusa: Gallery Hopping


Cast of Characters
Jon: Dungeon Master
Megan: Aniria Lightningblood, Firbolg Tempest Cleric, accidentally destroyed her home, now an adventurer, rushes in to things
Makayla: Coria Kelvardil, Moon Druid Elf, traveling the world and cataloguing all the animals she can find, cartographer
Jackie: Derrik Evanwood, Human Bardbarian, punch things, woo women, deal with alcoholism, collect magic swords
Tom: Alan Xanthudides, Human Phoenyx Sorcerer, not-so-secretly a noble with a bad family, trying his best not to burn the place down, actually quite good at social graces

With the horrors of the Dead Wedding behind them, the ragtag group of adventurers decided to head back to Lady Crucem Capilli, art-collecting dragon lady, to claim their reward. Capilli offered them a fair price for the magic chandelier and the scrapped Golden Engine - 30,000 gold! Derrik swooned with happiness.

Lady Capilli was quite pleased, and told the group her next interest: a curio, a small, unique object of some kind, obtained with the owner's written consent. The group, unsure exactly where they would find such a thing, decided to go back to their friend Chronia Torn, immortal naked time-goddess, and ask for further directions.

Along the way, they managed to sneak by a confrontation happening between two factions of the dungeon: men in bird masks were fighting men in torn and bloodied finery. The bird men squawked and shrieked while they fought, and the other group kept trying to eat the bird men. They also shouted vague artistic criticisms while they did so. The party was confused but managed to make it by safely.

Passing through the room where they had first met Gibba Gognata, Coria noticed some enemies clinging to the ceiling - they were all women, like thin dragonborn (lizard-born?) but with the ability to change their skin color like chameleons. Screaming vile threats against the "mammals", they leapt down and attacked!

Derrik and Coria rushed forward, easily cutting through the chameleon women on the ground. Meanwhile, Aniria and Alan dealt with the Chameleon Woman Sorceresses who remained on the ceiling, but not before taking fairly heavy damage from their Shatter spells.

The group was surprised at how ill-equipped their foes seemed to be at fighting mammals. In only a few moments, one final Chameleon Woman remained, and Anrira ran forward to incapacitate it with her warhammer, hoping to gain some insight into their foes.

Derrik began to dig through their possessions, finding some unique items: a scroll of Rust Object, a scroll that only Alan could use that was for an esoteric spell called Steal Face, and a small golden coin with an eye on one side and a mouth on the other. Coria inspected the coin, but in all her travels she had never seen the design of this coin before.

Meanwhile, Aniria asked their captive some questions. She didn't get much information, but she did learn that the Chameleon Women belonged to the Neonate Empire, and this maze was some kind of holy site for them. The group decided to bind her hands and lead her along with them.

When they reached Chronia's Room, they found her trying to play music from a lute, which quickly grew and blossomed and rotted in her touch. Derrik, feeling bad for the tragic time-goddess, played her a song on his own lute, which delighted her. She was happy to tell them more information about the dungeon that she had picked up during their absence.

She was still looking for clothes that would not age, and she had heard of a path to get to the Reptile Archives where they might be held. The party simply had to travel through the gallery and go "up the stairs" and they would find the Archives.

They also told Chronia of their adventures, and she thought the medusa Psathyrella would be delighted to hear that one of the pesky liches was no longer haunting the maze. Chronia advised them to go and seek out the medusa themselves, and let her know. She would certainly be very friendly about it.

The group left the Chameleon Woman with Chronia and made their way into the first room of the gallery. Derrik cast Comprehend Languages, and was able to read the plaques that adorned the walls next to an archway made of goat skulls and a caged gorilla. It seemed that everything in here was actually a piece of art.

Aniria, with help from Coria, decided to free the gorilla after learning that it was being held captive against its will. The ape bounded off into Chronia's room, which was followed by an "oh my!" and some crashing noises, then silence.

The group wandered onward, from artwork to artwork. They saw some incredibly detailed paintings of their own wounds, a strange mosaic-pit, a ticking leather balloon, and a shifting sea mosaic with another note from the mysterious "Levalliant G." beneath it.

They found a wax statue of a goblin, which kept screaming at Aniria to give it "the thing". Alan tried to melt it, but it persisted. Eventually, Aniria gave it a iron climbing spike, and it was silent. It just sat in the corner of the room, clutching the spike.

Derrik, meanwhile, had noticed that the strange eye-coin seemed to be looking at him. He poked the eye and it yelped in pain, which lead him to begin interrogating the coin.

The coin revealed that it was actually a piece of Torcul Wort, the golden monster-child they had evaded in the Dead Wedding. He was happy they had killed his mother, but irked they hadn't returned as promised. He wanted to watch them until they fulfilled their promise.

In the next room, they attempted to evade slowly bobbing globes, which ended up splashing them with paint upon contact. Aniria's clothes were ruined. Alan was terrified of his clothes being painted over, and Coria decided to simply run through all the floating orbs of paint and get splashed by all of them. She became a rainbow-colored dinosaur!

The group also found a massive Orrery that seemed to align with many stars and planets. Aniria rushed forward to turn it on, and it spun around. However, she wasn't able to align it to the real stars.

They passed by an anti-painting and met their opposite selves, Kerrid, Nala, Airina, and Airoc. The opposites were busy exploring the straight corridor of the red golem. The party wanted to try and interact with their alternate selves, but Alan said that might be a bad idea.

In the next room, the party found a small green figurine that filled the room with magic gas. Once they had breathed it in, they suddenly had to behave as if they weren't on an adventure at all or risk losing a random limb. Of course, it was at that exact moment that more chameleon women attacked them.

They managed to justify fleeing the room while still behaving in an oddly aristocratic manner, as dictated by the gas. The chameleon women began losing limbs from their obstinence about their behavior, and before long only a shamaness remained. As the effects of the gas wore off, Derrik finished off the magic user easily.

But they weren't out of trouble yet. They were suddenly surrounded by men in bird masks, demanding their gold. Derrik convinced them they had none, and Aniria tossed them a gold piece. The group was out of hot water for the moment, and decided to head back to Chronia's room to rest for a bit.

Aniria was badly hurt in the fight, and Coria gave her a Goodberry to recover. However, she nearly choked on a small piece of paper inside the berry. Coria was confused as to how it got there. The paper had a cryptic message about "moral decay" and "falling", but Aniria couldn't make heads or tails of it and ignored it.

When they made it back, they were surprised to see their captive chameleon woman was gone. Chronia said she had apologized, and so had been let go. The party wasn't too pleased about that, but Chronia was more or less a god. They didn't say anything to her about it.

Having completed a loop through the southernmost areas of the Gallery, Coria lead the group back in and northward. They passed a golden apple on a pedestal, with "to the fairest" written on it. The group decided that between Aniria's scruffy nature, Derrik's roughness, and Coria's animal musk, Alan was easily the fairest of the group. They also noted that he didn't get outside much, meaning he was even more fair.

Alan grabbed the apple, and the pedestal began dissolving. The group argued while they figured out what was happening, and Alan took a bite of the apple when the pedestal was nearly completely gone. As soon as he did, it was restored, and the apple became mundane. Alan put it in his bag.

The next room featured an aquarium full of milk and meat, with odd floating eyeballs. The group could hear some talking from the next room over, and they peeked inside.

They saw a full compliment of twenty cannibals, lead by two who were wearing stone crowns and discussing whether or not the group itself constituted "art". Aniria, not thinking twice, called upon her Spirit Guardians and charged into view of the enemy.

Coria, shaking her head at Aniria's brashness, summoned a Moonlight spell to harm any cannibals who were about to rush at Aniria. Between the Guardians and the Moonlight, the charging cannibals nearly all were vaporized before they could even get close to Aniria.

One of the crowned cannibals bemoaned the fate of his companions, however, he charged as well. Alan and Derrik took care of the stragglers, and without much fanfare the room was cleared.

The group looted the many bodies, finding a rolled up painting of a sun that actually glowed, a note that said "possibly under the water-wheels but it's dangerous" and a key marked #61.

The party pressed onward, and they discovered a room with an empty pedestal in it. The plaque on the pedestal marked it as "The Lion in Lapis Lazuli", the blue construct they had destroyed in Chronia's Halls.

They weren't at all sad about it, either.

We stopped there for the night, since we actually did this session on a Thursday. I might start doing more week sessions like this, which leads to shorter games but seem easier to schedule.

Plus, it gives me more time to play on the weekends! I'm thinking I need a new campaign...

Thanks for reading!

Friday, July 21, 2017

Creature Loot: D is for Dragons (and a few others) Part 2

rhalath.deviantart.com
Okay, this week, I'll do some dragon puns...
Whew! Finally got through the D's. After this, you can definitely expect a little more variety. If you've failed your Wisdom save, you can find out what's been going on here.
 

Brass Dragon


Dragons learn at a young age how to tip the scales in their favor
Ancient Brass Dragon (20) – dragon (nature)
  • 1 Ancient Brass Dragon Skull: If a creature with at least 17 Strength lifts the skull above their head as an action, each creature within 120 feet of the skull must make a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours. The skull can be mastercrafted (smith’s tools and woodcarver’s tools) into one of the following items: wall trophy, warhorse barding, chariot, throne, or a ship’s figurehead. The item has the following property: when a creature who is hostile to the current owner of the item is within 30 feet of the skull, they must make a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.
  • 2 Brass Dragon Wing: Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to fire damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  • 1 Brass Dragon Tail: Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Poison of Fire Vulnerability (when ingested, imposes vulnerability to fire damage for 1 hour. If the creature has resistance to fire damage, it loses that resistance. Creatures immune to fire damage are not affected).
  • 2d4 Brass Dragon Claws: Acts as a magical dagger that deals an additional 4 (1d8) fire damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) fire damage on a hit. This fire damage ignores fire resistance, but not immunity.
  • 2d10 Brass Dragon Fangs: Acts as a magical Shortsword that deals an additional 4 (1d8) fire damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to fire damage. The warrior will obey a single command of the creature that planted it, following that command to the best of its ability until dead.
  • 5 Strips of Brass Dragon Hide: Acts as a blanket. Each can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a burrow speed of 30 feet.
  • 1 Ancient Brass Dragon Heart: If a humanoid creature’s heart is removed or damaged in some way, the dragon’s heart can be placed in the wound. This saves the creature’s life, and confers the following benefits: The creature’s Strength, Constitution, and Charisma increase by 2, to a maximum of 22. The creature gains one use of the Legendary Resistance trait (once per day, if the creature fails a saving throw, it may choose to succeed instead). The creature gains immunity to fire damage, a flying speed equal to their walking speed, and darkvision out to 120 feet. Additionally, the creature’s alignment becomes Chaotic Good if it wasn’t already, and they may become an NPC under the party’s control.
  • 1 Ancient Brass Dragon Fire Sac: Difficult to handle, deals 9 (2d8) fire damage per round to any organic material in contact with it. Can be mastercrafted (alchemist’s supplies) into a Brass Dragon’s Bane Poison (if ingested, a creature must make a DC 21 Constitution saving throw, taking 56 (16d6) fire damage on a failed save, or half as much on a success).
  • 1 Vial of Ancient Brass Dragon Sleep Salve: When applied to the skin of a creature, the creature must make a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. Can be mastercrafted (alchemist’s supplies) into a Potion of Polymorph (allows the drinker to change shape as though they had cast the Polymorph spell).
  • 3d10 Brass Dragon Scales: No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to fire damage while in use.
  • 1 Ancient Brass Dragon Frill: Acts as a magical sling +3. Can be mastercrafted (smith’s tools) into a magical heavy crossbow +3 whose wielder can cast Gust of Wind (save DC 17) as an action once per day.
  • In Lair: 2 Treasure Hoard 17+
  • In Lair: 1d20 Talkative Humanoid Servants
  • In Lair: 1d10 – 7 Brass Dragon Eggs

Adult Brass Dragon (13) – dragon (nature)
  • 1 Adult Brass Dragon Skull: If a creature with at least 15 Strength lifts the skull above their head as an action, each creature within 120 feet of the skull must make a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours. The skull can be mastercrafted (smith’s tools and woodcarver’s tools) into one of the following items: wall trophy, warhorse barding, helmet, shield, or a ship’s figurehead. The item has the following property: when a creature who is hostile to the current owner of the item is within 30 feet of the skull, they must make a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.
  • 2 Brass Dragon Wing: Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to fire damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  • 1 Brass Dragon Tail: Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Poison of Fire Vulnerability (when ingested, imposes vulnerability to fire damage for 1 hour. If the creature has resistance to fire damage, it loses that resistance. Creatures immune to fire damage are not affected).
  • 2d4 Brass Dragon Claws: Acts as a magical dagger that deals an additional 4 (1d8) fire damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) fire damage on a hit. This fire damage ignores fire resistance, but not immunity.
  • 2d10 Brass Dragon Fangs: Acts as a magical Shortsword that deals an additional 4 (1d8) fire damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to fire damage. The warrior will obey a single command of the creature that planted it, following that command to the best of its ability until dead.
  • 2 Strips of Brass Dragon Hide: Acts as a blanket. Each can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a burrow speed of 30 feet.
  • 2d10 Brass Dragon Scales: No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to fire damage while in use.
  • 1 Adult Brass Dragon Frill: Acts as a magical sling +2. Can be mastercrafted (smith’s tools) into a magical heavy crossbow +2.
  • In Lair: Treasure Hoard 17+
  • In Lair: 1d12 Talkative Humanoid Servants

Young Brass Dragon (6) – dragon (nature)
  • 1d2 Brass Dragon Wing: Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to fire damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  • 1 Brass Dragon Tail: Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Poison of Fire Vulnerability (when ingested, imposes vulnerability to fire damage for 1 hour. If the creature has resistance to fire damage, it loses that resistance. Creatures immune to fire damage are not affected).
  • 1d4 Brass Dragon Claws: Acts as a magical dagger that deals an additional 4 (1d8) fire damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) fire damage on a hit. This fire damage ignores fire resistance, but not immunity.
  • 1d10 Brass Dragon Fangs: Acts as a magical Shortsword that deals an additional 4 (1d8) fire damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to fire damage. The warrior will obey a single command of the creature that planted it, following that command to the best of its ability until dead.
  • 1 Strip of Brass Dragon Hide: Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a burrow speed of 30 feet.
  • 1d10 Brass Dragon Scales: No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to fire damage while in use.
  • In Lair: Treasure Hoard 11-16
  • In Lair: 1d8 Talkative Humanoid Servants

Wyrmling Brass Dragon (1) – dragon (nature)
  • 1d4 Brass Dragon Claws: Acts as a magical dagger that deals an additional 4 (1d8) fire damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) fire damage on a hit. This fire damage ignores fire resistance, but not immunity.
  • In Lair: Treasure Hoard 5-10

Bronze Dragon

Most dragons just end up winging it
Ancient Bronze Dragon (22) – dragon (nature)
  • 1 Ancient Bronze Dragon Skull: If a creature with at least 19 Strength lifts the skull above their head as an action, each creature within 120 feet of the skull must make a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours. The skull can be mastercrafted (smith’s tools and woodcarver’s tools) into one of the following items: wall trophy, warhorse barding, chariot, throne, or a ship’s figurehead. The item has the following property: when a creature who is hostile to the current owner of the item is within 30 feet of the skull, they must make a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.
  • 2 Bronze Dragon Wing: Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to lightning damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  • 1 Bronze Dragon Tail: Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Poison of Lightning Vulnerability (when ingested, imposes vulnerability to lightning damage for 1 hour. If the creature has resistance to lightning damage, it loses that resistance. Creatures immune to lightning damage are not affected).
  • 3d4 Bronze Dragon Claws: Acts as a magical dagger that deals an additional 4 (1d8) lightning damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) lightning damage on a hit. This lightning damage ignores lightning resistance, but not immunity.
  • 2d10 Bronze Dragon Fangs: Acts as a magical Shortsword that deals an additional 4 (1d8) lightning damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to lightning damage. The warrior will obey a single command of the creature that planted it, following that command to the best of its ability until dead.
  • 5 Strips of Bronze Dragon Hide: Acts as a blanket. Each can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a swim speed of 30 feet and the ability to breathe underwater.
  • 1 Ancient Bronze Dragon Heart: If a humanoid creature’s heart is removed or damaged in some way, the dragon’s heart can be placed in the wound. This saves the creature’s life, and confers the following benefits: The creature’s Strength, Constitution, and Charisma increase by 2, to a maximum of 22. The creature gains one use of the Legendary Resistance trait (once per day, if the creature fails a saving throw, it may choose to succeed instead). The creature gains immunity to lightning damage, a flying speed equal to their walking speed, and darkvision out to 120 feet. Additionally, the creature’s alignment becomes Lawful Good if it wasn’t already, and they may become an NPC under the party’s control.
  • 1 Ancient Bronze Dragon Lightning Organ: Difficult to handle, deals 9 (2d8) lightning damage per round to any organic material in contact with it or any metal object holding it. Can be mastercrafted (alchemist’s supplies) into a Bronze Dragon’s Bane Poison (if ingested, a creature must make a DC 23 Constitution saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much on a success).
  • 1 Vial of Ancient Bronze Dragon Repulsion Salve: Can be thrown at a creature as an improvised weapon. On a hit, the vial breaks with a loud bang audible within 300 feet and the creature must make a DC 23 Strength saving throw or be pushed 60 feet away from the attacker. Can be mastercrafted (alchemist’s supplies) into a Potion of Polymorph (allows the drinker to change shape as though they had cast the Polymorph spell).
  • 3d10 Bronze Dragon Scales: No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to lightning damage while in use.
  • 2 Ancient Bronze Dragon Horns: Acts as a magical club +3. 2 of these can be mastercrafted (smith’s tools) into a magical warhammer +3 whose wielder can cast Thunderwave as a 3rd level spell (save DC 17) as an action once per day.
  • In Lair: 2 Treasure Hoard 17+
  • In Lair: 1d20 Diplomatic Humanoid Servants
  • In Lair: 1d10 – 7 Bronze Dragon Eggs

Adult Bronze Dragon (15) – dragon (nature)
  • 1 Adult Bronze Dragon Skull: If a creature with at least 16 Strength lifts the skull above their head as an action, each creature within 120 feet of the skull must make a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours. The skull can be mastercrafted (smith’s tools and woodcarver’s tools) into one of the following items: wall trophy, warhorse barding, helmet, shield, or a ship’s figurehead. The item has the following property: when a creature who is hostile to the current owner of the item is within 30 feet of the skull, they must make a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.
  • 2 Bronze Dragon Wing: Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to lightning damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  • 1 Bronze Dragon Tail: Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Poison of Lightning Vulnerability (when ingested, imposes vulnerability to lightning damage for 1 hour. If the creature has resistance to lightning damage, it loses that resistance. Creatures immune to lightning damage are not affected).
  • 2d4 Bronze Dragon Claws: Acts as a magical dagger that deals an additional 4 (1d8) lightning damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) lightning damage on a hit. This lightning damage ignores lightning resistance, but not immunity.
  • 2d10 Bronze Dragon Fangs: Acts as a magical Shortsword that deals an additional 4 (1d8) lightning damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to lightning damage. The warrior will obey a single command of the creature that planted it, following that command to the best of its ability until dead.
  • 2 Strips of Bronze Dragon Hide: Acts as a blanket. Each can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a swim speed of 30 feet and the ability to breathe underwater.
  • 3d10 Bronze Dragon Scales: No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to lightning damage while in use.
  • 2 Adult Bronze Dragon Horns: Acts as a magical club +2. 2 of these can be mastercrafted (smith’s tools) into a magical warhammer +2.
  • In Lair: Treasure Hoard 17+
  • In Lair: 1d12 Diplomatic Humanoid Servants

Young Bronze Dragon (8) – dragon (nature)
  • 2 Bronze Dragon Wing: Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to lightning damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  • 1 Bronze Dragon Tail: Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Poison of Lightning Vulnerability (when ingested, imposes vulnerability to lightning damage for 1 hour. If the creature has resistance to lightning damage, it loses that resistance. Creatures immune to lightning damage are not affected).
  • 1d4 Bronze Dragon Claws: Acts as a magical dagger that deals an additional 4 (1d8) lightning damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) lightning damage on a hit. This lightning damage ignores lightning resistance, but not immunity.
  • 1d10 Bronze Dragon Fangs: Acts as a magical Shortsword that deals an additional 4 (1d8) lightning damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to lightning damage. The warrior will obey a single command of the creature that planted it, following that command to the best of its ability until dead.
  • 1 Strip of Bronze Dragon Hide: Acts as a blanket. Each can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a swim speed of 30 feet and the ability to breathe underwater.
  • 1d10 Bronze Dragon Scales: No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to lightning damage while in use.
  • 1d2 Young Bronze Dragon Horns: Acts as a magical club +1. 2 of these can be mastercrafted (smith’s tools) into a magical warhammer +1.
  • In Lair: Treasure Hoard 11-16
  • In Lair: 1d8 Diplomatic Humanoid Servants

Wyrmling Bronze Dragon (2) – dragon (nature)
  • 1d4 Bronze Dragon Claws: Acts as a magical dagger that deals an additional 4 (1d8) lightning damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) lightning damage on a hit. This lightning damage ignores lightning resistance, but not immunity.
  • 1d10 Bronze Dragon Scales: No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to lightning damage while in use.
  • In Lair: Treasure Hoard 5-10

Copper Dragon

What do you get when a dragon sneezes? Out of the way!
Ancient Copper Dragon (21) – dragon (nature)
  • 1 Ancient Copper Dragon Skull: If a creature with at least 18 Strength lifts the skull above their head as an action, each creature within 120 feet of the skull must make a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours. The skull can be mastercrafted (smith’s tools and woodcarver’s tools) into one of the following items: wall trophy, warhorse barding, chariot, throne, or a ship’s figurehead. The item has the following property: when a creature who is hostile to the current owner of the item is within 30 feet of the skull, they must make a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.
  • 2 Copper Dragon Wing: Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to acid damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  • 1 Copper Dragon Tail: Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Poison of Acid Vulnerability (when ingested, imposes vulnerability to acid damage for 1 hour. If the creature has resistance to acid damage, it loses that resistance. Creatures immune to acid damage are not affected).
  • 3d4 Copper Dragon Claws: Acts as a magical dagger that deals an additional 4 (1d8) acid damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) acid damage on a hit. This acid damage ignores acid resistance, but not immunity.
  • 2d10 Copper Dragon Fangs: Acts as a magical Shortsword that deals an additional 4 (1d8) acid damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to acid damage. The warrior will obey a single command of the creature that planted it, following that command to the best of its ability until dead.
  • 5 Strips of Copper Dragon Hide: Acts as a blanket. Each can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a climb speed of 30 feet.
  • 1 Ancient Copper Dragon Heart: If a humanoid creature’s heart is removed or damaged in some way, the dragon’s heart can be placed in the wound. This saves the creature’s life, and confers the following benefits: The creature’s Strength, Constitution, and Charisma increase by 2, to a maximum of 22. The creature gains one use of the Legendary Resistance trait (once per day, if the creature fails a saving throw, it may choose to succeed instead). The creature gains immunity to acid damage, a flying speed equal to their walking speed, and darkvision out to 120 feet. Additionally, the creature’s alignment becomes Chaotic Good if it wasn’t already, and they may become an NPC under the party’s control.
  • 1 Ancient Copper Dragon Acid Pouch: Difficult to handle, deals 9 (2d8) acid damage per round to any organic material in contact with it. Can be mastercrafted (alchemist’s supplies) into a Copper Dragon’s Bane Poison (if ingested, a creature must make a DC 22 Constitution saving throw, taking 63 (14d8) acid damage on a failed save, or half as much on a success).
  • 1 Vial of Ancient Copper Dragon Slowing Salve: When applied to the skin of a creature, the creature must succeed on a DC 22 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. Can be mastercrafted (alchemist’s supplies) into a Potion of Polymorph (allows the drinker to change shape as though they had cast the Polymorph spell).
  • 3d10 Copper Dragon Scales: No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to acid damage while in use.
  • 1 Ancient Copper Dragon Frond: Acts as a magical handaxe +3. Can be mastercrafted (smith’s tools) into a magical scimitar +3 whose wielder can cast Spike Growth (save DC 17) as an action once per day.
  • In Lair: 2 Treasure Hoard 17+
  • In Lair: 1d20 Bardic Humanoid Servants
  • In Lair: 1d10 – 7 Copper Dragon Eggs

Adult Copper Dragon (14) – dragon (nature)
  • 1 Adult Copper Dragon Skull: If a creature with at least 15 Strength lifts the skull above their head as an action, each creature within 120 feet of the skull must make a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours. The skull can be mastercrafted (smith’s tools and woodcarver’s tools) into one of the following items: wall trophy, warhorse barding, helmet, shield, or a ship’s figurehead. The item has the following property: when a creature who is hostile to the current owner of the item is within 30 feet of the skull, they must make a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.
  • 2 Copper Dragon Wing: Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to acid damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  • 1 Copper Dragon Tail: Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Poison of Acid Vulnerability (when ingested, imposes vulnerability to acid damage for 1 hour. If the creature has resistance to acid damage, it loses that resistance. Creatures immune to acid damage are not affected).
  • 2d4 Copper Dragon Claws: Acts as a magical dagger that deals an additional 4 (1d8) acid damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) acid damage on a hit. This acid damage ignores acid resistance, but not immunity.
  • 2d10 Copper Dragon Fangs: Acts as a magical Shortsword that deals an additional 4 (1d8) acid damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to acid damage. The warrior will obey a single command of the creature that planted it, following that command to the best of its ability until dead.
  • 2 Strips of Copper Dragon Hide: Acts as a blanket. Each can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a climb speed of 30 feet.
  • 3d10 Copper Dragon Scales: No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to acid damage while in use.
  • 1 Adult Copper Dragon Frond: Acts as a magical handaxe +2. Can be mastercrafted (smith’s tools) into a magical scimitar +2.
  • In Lair: Treasure Hoard 17+
  • In Lair: 1d12 Bardic Humanoid Servants

Young Copper Dragon (7) – dragon (nature)
  • 2 Copper Dragon Wing: Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to acid damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  • 1 Copper Dragon Tail: Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Poison of Acid Vulnerability (when ingested, imposes vulnerability to acid damage for 1 hour. If the creature has resistance to acid damage, it loses that resistance. Creatures immune to acid damage are not affected).
  • 1d4 Copper Dragon Claws: Acts as a magical dagger that deals an additional 4 (1d8) acid damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) acid damage on a hit. This acid damage ignores acid resistance, but not immunity.
  • 1d10 Copper Dragon Fangs: Acts as a magical Shortsword that deals an additional 4 (1d8) acid damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to acid damage. The warrior will obey a single command of the creature that planted it, following that command to the best of its ability until dead.
  • 1 Strip of Copper Dragon Hide: Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a climb speed of 30 feet.
  • 1d10 Copper Dragon Scales: No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to acid damage while in use.
  • In Lair: Treasure Hoard 11-16
  • In Lair: 1d8 Bardic Humanoid Servants

Wyrmling Copper Dragon (1) – dragon (nature)
  • 1d10 Copper Dragon Scales: No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to acid damage while in use.
  • In Lair: Treasure Hoard 5-10

Gold Dragon

If you mess with a dragon, you'll probably get fired!
Ancient Gold Dragon (24) – dragon (nature)
  • 1 Ancient Gold Dragon Skull: If a creature with at least 22 Strength lifts the skull above their head as an action, each creature within 120 feet of the skull must make a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours. The skull can be mastercrafted (smith’s tools and woodcarver’s tools) into one of the following items: wall trophy, warhorse barding, chariot, throne, or a ship’s figurehead. The item has the following property: when a creature who is hostile to the current owner of the item is within 30 feet of the skull, they must make a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.
  • 2 Gold Dragon Wing: Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to fire damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  • 1 Gold Dragon Tail: Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Poison of Fire Vulnerability (when ingested, imposes vulnerability to fire damage for 1 hour. If the creature has resistance to fire damage, it loses that resistance. Creatures immune to fire damage are not affected).
  • 3d4 Gold Dragon Claws: Acts as a magical dagger that deals an additional 4 (1d8) fire damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) fire damage on a hit. This fire damage ignores fire resistance, but not immunity.
  • 2d10 Gold Dragon Fangs: Acts as a magical Shortsword that deals an additional 4 (1d8) fire damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to fire damage. The warrior will obey a single command of the creature that planted it, following that command to the best of its ability until dead.
  • 5 Strips of Gold Dragon Hide: Acts as a blanket. Each can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a swim speed of 30 feet and the ability to breathe underwater.
  • 1 Ancient Gold Dragon Heart: If a humanoid creature’s heart is removed or damaged in some way, the dragon’s heart can be placed in the wound. This saves the creature’s life, and confers the following benefits: The creature’s Strength, Constitution, and Charisma increase by 2, to a maximum of 22. The creature gains one use of the Legendary Resistance trait (once per day, if the creature fails a saving throw, it may choose to succeed instead). The creature gains immunity to fire damage, a flying speed equal to their walking speed, and darkvision out to 120 feet. Additionally, the creature’s alignment becomes Lawful Good if it wasn’t already, and they may become an NPC under the party’s control.
  • 1 Ancient Gold Dragon Fire Sac: Difficult to handle, deals 9 (2d8) fire damage per round to any organic material in contact with it. Can be mastercrafted (alchemist’s supplies) into a Gold Dragon’s Bane Poison (if ingested, a creature must make a DC 24 Constitution saving throw, taking 71 (13d10) fire damage on a failed save, or half as much on a success).
  • 1 Vial of Ancient Gold Dragon Weakening Salve: When applied to the skin of a creature, the creature must succeed on a DC 24 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Can be mastercrafted (alchemist’s supplies) into a Potion of Polymorph (allows the drinker to change shape as though they had cast the Polymorph spell).
  • 3d10 Gold Dragon Scales: No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to fire damage while in use.
  • 2 Gold Dragon Eyes: When held, grants advantage on Charisma checks made to influence dragons. Each can be mastercrafted (jeweler’s tools) into an amulet that requires attunement. An attuned creature can cast Geas (save DC 20) once per day, however, the target of the spell must have the Dragon tag.
  • 2d4 Gold Dragon Fins: Acts as a magical sling +1. 5 of these can be mastercrafted (smith’s tools) into a magical longbow +3 whose wielder can cast Banishment (save DC 17) as an action once per day.
  • In Lair: 2 Treasure Hoard 17+
  • In Lair: 1d10 – 7 Gold Dragon Eggs

Adult Gold Dragon (17) – dragon (nature)
  • 1 Adult Gold Dragon Skull: If a creature with at least 20 Strength lifts the skull above their head as an action, each creature within 120 feet of the skull must make a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours. The skull can be mastercrafted (smith’s tools and woodcarver’s tools) into one of the following items: wall trophy, warhorse barding, helmet, shield, or a ship’s figurehead. The item has the following property: when a creature who is hostile to the current owner of the item is within 30 feet of the skull, they must make a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.
  • 2 Gold Dragon Wing: Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to fire damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  • 1 Gold Dragon Tail: Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Poison of Fire Vulnerability (when ingested, imposes vulnerability to fire damage for 1 hour. If the creature has resistance to fire damage, it loses that resistance. Creatures immune to fire damage are not affected).
  • 3d4 Gold Dragon Claws: Acts as a magical dagger that deals an additional 4 (1d8) fire damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) fire damage on a hit. This fire damage ignores fire resistance, but not immunity.
  • 2d10 Gold Dragon Fangs: Acts as a magical Shortsword that deals an additional 4 (1d8) fire damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to fire damage. The warrior will obey a single command of the creature that planted it, following that command to the best of its ability until dead.
  • 2 Strips of Gold Dragon Hide: Acts as a blanket. Each can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a swim speed of 30 feet and the ability to breathe underwater.
  • 3d10 Gold Dragon Scales: No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to fire damage while in use.
  • 2 Gold Dragon Eyes: When held, grants advantage on Charisma checks made to influence dragons. Each can be mastercrafted (jeweler’s tools) into an amulet that requires attunement. An attuned creature can cast Geas (save DC 20) once per day, however, the target of the spell must have the Dragon tag.
  • 1d4 Gold Dragon Fins: Acts as a magical sling +1. 5 of these can be mastercrafted (smith’s tools) into a magical longbow +3 whose wielder can cast Banishment as an action once per day.
  • In Lair: Treasure Hoard 17+

Young Gold Dragon (10) – dragon (nature)
  • 2 Gold Dragon Wing: Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to fire damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  • 1 Gold Dragon Tail: Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Poison of Fire Vulnerability (when ingested, imposes vulnerability to fire damage for 1 hour. If the creature has resistance to fire damage, it loses that resistance. Creatures immune to fire damage are not affected).
  • 2d4 Gold Dragon Claws: Acts as a magical dagger that deals an additional 4 (1d8) fire damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) fire damage on a hit. This fire damage ignores fire resistance, but not immunity.
  • 1d10 Gold Dragon Fangs: Acts as a magical Shortsword that deals an additional 4 (1d8) fire damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to fire damage. The warrior will obey a single command of the creature that planted it, following that command to the best of its ability until dead.
  • 1 Strip of Gold Dragon Hide: Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a swim speed of 30 feet and the ability to breathe underwater.
  • 2d10 Gold Dragon Scales: No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to fire damage while in use.
  • 1d2 Gold Dragon Eyes: When held, grants advantage on Charisma checks made to influence dragons. Each can be mastercrafted (jeweler’s tools) into an amulet that requires attunement. An attuned creature can cast Geas (save DC 20) once per day, however, the target of the spell must have the Dragon tag.
  • In Lair: Treasure Hoard 11-16

Wyrmling Gold Dragon (3) – dragon (nature)
  • 1d4 Gold Dragon Claws: Acts as a magical dagger that deals an additional 4 (1d8) fire damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) fire damage on a hit. This fire damage ignores fire resistance, but not immunity.
  • 2d10 Gold Dragon Scales: No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to fire damage while in use.
  • In Lair: Treasure Hoard 5-10

Silver Dragon

Sorry if these puns seemed to drag-on... I'm done now.
Ancient Silver Dragon (23) – dragon (nature)
  • 1 Ancient Silver Dragon Skull: If a creature with at least 20 Strength lifts the skull above their head as an action, each creature within 120 feet of the skull must make a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours. The skull can be mastercrafted (smith’s tools and woodcarver’s tools) into one of the following items: wall trophy, warhorse barding, chariot, throne, or a ship’s figurehead. The item has the following property: when a creature who is hostile to the current owner of the item is within 30 feet of the skull, they must make a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.
  • 2 Silver Dragon Wing: Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to cold damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  • 1 Silver Dragon Tail: Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Poison of Cold Vulnerability (when ingested, imposes vulnerability to cold damage for 1 hour. If the creature has resistance to cold damage, it loses that resistance. Creatures immune to cold damage are not affected).
  • 3d4 Silver Dragon Claws: Acts as a magical dagger that deals an additional 4 (1d8) cold damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) cold damage on a hit. This cold damage ignores cold resistance, but not immunity.
  • 2d10 Silver Dragon Fangs: Acts as a magical Shortsword that deals an additional 4 (1d8) cold damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to cold damage. The warrior will obey a single command of the creature that planted it, following that command to the best of its ability until dead.
  • 5 Strips of Silver Dragon Hide: Acts as a blanket. Each can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a flying speed of 30 feet.
  • 1 Ancient Silver Dragon Heart: If a humanoid creature’s heart is removed or damaged in some way, the dragon’s heart can be placed in the wound. This saves the creature’s life, and confers the following benefits: The creature’s Strength, Constitution, and Charisma increase by 2, to a maximum of 22. The creature gains one use of the Legendary Resistance trait (once per day, if the creature fails a saving throw, it may choose to succeed instead). The creature gains immunity to fire damage, a flying speed equal to their walking speed, and darkvision out to 120 feet. Additionally, the creature’s alignment becomes Lawful Good if it wasn’t already, and they may become an NPC under the party’s control.
  • 1 Ancient Silver Dragon Ice Gland: Difficult to handle, deals 9 (2d8) cold damage per round to any organic material in contact with it. Can be mastercrafted (alchemist’s supplies) into a Silver Dragon’s Bane Poison (if ingested, a creature must make a DC 24 Constitution saving throw, taking 67 (15d8) cold damage on a failed save, or half as much on a success).
  • 1 Vial of Ancient Silver Dragon Paralyzing Salve: When applied to the skin of a creature, that creature must succeed on a DC 24 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Can be mastercrafted (alchemist’s supplies) into a Potion of Polymorph (allows the drinker to change shape as though they had cast the Polymorph spell).
  • 3d10 Silver Dragon Scales: No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to cold damage while in use.
  • 2 Silver Dragon Eyes: When held, grants advantage on Charisma checks made to influence dragons. Each can be mastercrafted (jeweler’s tools) into an amulet that requires attunement. An attuned creature can cast Calm Emotions (save DC 20) once per day, however, the target of the spell must have the Dragon tag.
  • 1d4 Silver Dragon Fins: Acts as a magical dagger +1. 3 of these can be mastercrafted (smith’s tools) into a magical rapier +3 whose wielder can cast Fog Cloud as a 3rd level spell as an action once per day.
  • In Lair: 2 Treasure Hoard 17+
  • In Lair: 1d20 Humanoid Servants from a single family
  • In Lair: 1d10 – 7 Silver Dragon Eggs

Adult Silver Dragon (16) – dragon (nature)
  • 1 Adult Silver Dragon Skull: If a creature with at least 17 Strength lifts the skull above their head as an action, each creature within 120 feet of the skull must make a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours. The skull can be mastercrafted (smith’s tools and woodcarver’s tools) into one of the following items: wall trophy, warhorse barding, helmet, shield, or a ship’s figurehead. The item has the following property: when a creature who is hostile to the current owner of the item is within 30 feet of the skull, they must make a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.
  • 2 Silver Dragon Wing: Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to cold damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  • 1 Silver Dragon Tail: Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Poison of Cold Vulnerability (when ingested, imposes vulnerability to cold damage for 1 hour. If the creature has resistance to cold damage, it loses that resistance. Creatures immune to cold damage are not affected).
  • 3d4 Silver Dragon Claws: Acts as a magical dagger that deals an additional 4 (1d8) cold damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) cold damage on a hit. This cold damage ignores cold resistance, but not immunity.
  • 2d10 Silver Dragon Fangs: Acts as a magical Shortsword that deals an additional 4 (1d8) cold damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to cold damage. The warrior will obey a single command of the creature that planted it, following that command to the best of its ability until dead.
  • 2 Strips of Silver Dragon Hide: Acts as a blanket. Each can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a flying speed of 30 feet.
  • 2d10 Silver Dragon Scales: No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to cold damage while in use.
  • 2 Silver Dragon Eyes: When held, grants advantage on Charisma checks made to influence dragons. Each can be mastercrafted (jeweler’s tools) into an amulet that requires attunement. An attuned creature can cast Calm Emotions (save DC 20) once per day, however, the target of the spell must have the Dragon tag.
  • 1 Silver Dragon Fin: Acts as a magical dagger +1. 3 of these can be mastercrafted (smith’s tools) into a magical rapier +3 whose wielder can cast Fog Cloud as a 3rd level spell as an action once per day.
  • In Lair: Treasure Hoard 17+
  • In Lair: 1d12 Humanoid Servants from a single family

Young Silver Dragon (9) – dragon (nature)
  • 2 Silver Dragon Wing: Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to cold damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  • 1 Silver Dragon Tail: Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Poison of Cold Vulnerability (when ingested, imposes vulnerability to cold damage for 1 hour. If the creature has resistance to cold damage, it loses that resistance. Creatures immune to cold damage are not affected).
  • 2d4 Silver Dragon Claws: Acts as a magical dagger that deals an additional 4 (1d8) cold damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) cold damage on a hit. This cold damage ignores cold resistance, but not immunity.
  • 1d10 Silver Dragon Fangs: Acts as a magical Shortsword that deals an additional 4 (1d8) cold damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to cold damage. The warrior will obey a single command of the creature that planted it, following that command to the best of its ability until dead.
  • 1 Strip of Silver Dragon Hide: Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a flying speed of 30 feet.
  • 1d10 Silver Dragon Scales: No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to cold damage while in use.
  • 1d2 Silver Dragon Eyes: When held, grants advantage on Charisma checks made to influence dragons. Each can be mastercrafted (jeweler’s tools) into an amulet that requires attunement. An attuned creature can cast Calm Emotions (save DC 20) once per day, however, the target of the spell must have the Dragon tag.
  • In Lair: Treasure Hoard 11-16
  • In Lair: 1d8 Humanoid Servants from a single family

Wyrmling Silver Dragon (2) – dragon (nature)
  • 1d4 Silver Dragon Claws: Acts as a magical dagger that deals an additional 4 (1d8) cold damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) cold damage on a hit. This cold damage ignores cold resistance, but not immunity.
  • 1d10 Silver Dragon Scales: No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to cold damage while in use.
  • In Lair: Treasure Hoard 5-10

Dragon Turtle (17) – dragon (nature)
  • 4d4 Dragon Turtle Claws: Acts as a magical dagger. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword.
  • 5 Strips of Dragon Turtle Hide: Acts as a blanket. Each can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a swim speed of 30 feet and the ability to breathe underwater.
  • 5 Dragon Turtle Shell Fragments: Acts as a shield. Each can be mastercrafted (smith’s tools) into the equivalent of one of the following: Breastplate +1, Half Plate +1, or Plate armor +1.
  • 1 Dragon Turtle Steam Organ: Difficult to handle, deals 9 (2d8) fire damage per round to any organic material in contact with it. Being underwater doesn’t grant resistance against this damage. Can be mastercrafted (evocation) by a spellcaster into a Wind Fan. In addition to the item’s other properties, it may also cast Fog Cloud and Burning Hands (save DC 13). These both count towards the Fan’s cumulative uses.
  • 2 Dragon Turtle Eyes: When held, grants advantage on Charisma checks made to influence dragons. Each can be mastercrafted (jeweler’s tools) into an amulet that requires attunement. An attuned creature can cast Zone of Truth (save DC 20) once per day, however, the the spell must be centered on a creature with the Dragon tag.
  • In Lair: Treasure Hoard 17+


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Drider (6) – monstrosity (nature)
  • 1 Tattered Longsword
  • 1 Tattered Longbow
  • 2d4 Drider Legs: Acts as a Flail. Each can be crafted (alchemist’s supplies) into a Potion of Climbing.
  • 1 Drider Web Sac: When held, can cast Web three times before running dry.
  • 1 Drider Heart: While holding the heart, it can be used to cast Plane Shift as a ritual. Only the creature holding the heart may shift. This consumes the heart. When the spell is cast, roll 1d20. On a 1, the bearer is shifted to Lolth’s layer in the Abyss instead of the intended destination.
  • 1d2 Drider Eyes: no immediate use. Can be crafted (alchemist’s supplies) into a Potion of Superior Darkvision (Darkvision to 120 ft. for 1 hour)
  • 1 Drider Spinneret: No immediate use. Can be crafted (calligrapher’s supplies) into a pen that can automatically translate its writer’s intent into Abyssal, Elvish, or Undercommon.

Dryad (1) – fey (religion)
  • 1 Dryad Heart: When held, the holder can cast Druidcraft at will. If consumed, acts as a single berry from the Goodberry spell. Can be mastercrafted (alchemist’s supplies) into a Potion of Animal Friendship.

Duergar (1) – humanoid (survival)
  • 1 Tattered War Pick
  • 1d4 Tattered Javelins
  • 1 Tattered Scale Mail
  • 1 Tattered Shield
  • 1d8 Duergar Fingers: No immediate use. Acts as a trophy among Underdark hunters and adventurers.
  • 1 Duergar Head: Marks the holder as an enemy of the Duergar. Can be carefully crafted (alchemist’s supplies) into a Potion of Growth, or mastercrafted (alchemist’s supplies) into a Potion of Invisibility.

Hopefully all these dragons haven't gotten to your head. Next week, we'll go for the E's and F's.
You know what's coming...
Thanks for reading!