A Dungeon Master Resource

Trinkets

an eighteenwisdom original Contents Page

Magic Arrows of Wonder 2 Fools Gold 3 Hakenza's Warpaint 4 Rose Amulet 5 Thirteen Treasures 6 Thirteen Treasures (continued) 7

Weapons Aztecs 8 Aztecs (continued) 9 Ancient India 10 Ancient India (continued) 11

Puzzles Sorcerer's Whim 12 Sorcerer's Whim (continued) 13 Spirit of Ecstacy 14

Trap Featherfall 15 Featherfall (continued) 16

Monster Redcap Goblin 17

1 Magic - Arrows of Wonder

Arrows of Wonder are usually found in a plain quiver. There are 3d6 arrows in the quiver and each are magical. When a detect magic (or similar) is used they will identify as 'Arrows +2' but when they are fired from a bow there is a chance that the magical effect will change in mid-flight. Once a player uses an Arrow of Wonder you should roll the d20 to see what magical properties the arrow assumes before striking its intended target.

(roll - 1 to 5) +2 Arrow. +2 'to hit', + 2 Damage. 1d6 chance arrow is destroyed after use.

(roll - 6 to 7) +3 Arrow. +2 'to hit', + 2 Damage. 1d6 chance arrow is destroyed after use.

(roll - 8 to 9) +4 Arrow. +2 'to hit', + 2 Damage. 1d6 chance arrow is destroyed after use.

(roll - 10) Flaming Arrow. No 'to hit' benefit but causes an additional 1d6 burning damage. Destroyed after use.

(roll - 11) Ice Arrow. No 'to hit' benefit but causes an additional 1d6 freezing damage. Destroyed after use.

(roll - 12) Push Arrow. +2 'to hit', if hits the target must make a DC15 Strength save. On a failure, target takes additional 1d6 force damage and is pushed 15ft backwards. Destroyed after use.

(roll - 13) Paralysis Arrow. +2 'to hit', if hits the target must make a DC15 Constitution save. On a failure, target is paralyzed for 1 minute. Destroyed after use.

(roll - 14) Piercing Arrow. +3 'to hit', +5 Damage. 1d6 chance arrow is destroyed after use.

(roll - 15) Screaming Arrow. +2 'to hit', when fired lets out a horrible shriek that can be heard up to 300 ft. away. All creatures in a 5ft. wide line from user to target must make a DC13 wisdom saving throw. On a failure, a creature takes 2d8 thunder damage and is frightened of user for 1 minute. On a successful save, a creature takes 1d8 thunder damage only. Deaf are immune. Destroyed after use.

(roll - 16) Sure Arrow, will only miss on a natural 1 'to hit' roll. +2 Damage. 1d6 chance arrow is destroyed after use.

(roll - 17) Healing Arrow, +2 'to hit', if hits target will receive 3d4 hp of healing. Destroyed after use.

(roll - 18) Shrinking Arrow, +2 'to hit', if hits the target must make a DC15 Constitution save. On a failure, target shrinks to half normal size for 10 minutes. Destroyed after use.

(roll - 19) Flower Arrow. When in flight the arrow will turn into a flower and harmlessly bounce off intended target. Intended targets may become momentarily confused. Destroyed after use.

(roll - 20) Glitter Arrow. No 'to hit' benefit. When the arrow hits any object it will explode into a large 10ft wide spherical cloud of glitter that will stick to any surface it comes into contact with. Intended targets may become momentarily disorientated. Destroyed after use.

The D20 roll should be made each time an arrow is used or re-used (the magical properties can be different each time so just because an arrow was +3 the last time it was used does not mean it will be the same the next time it is used).

2 Magic – Fools Gold

A collection of odd magical items

The Fork of the Goat – If used as an eating utensil it will turn almost any item into a nourishing, tasteful meal. And I mean almost anything, shoes, used underwear, healing potions…

Orbs of Communication – These small orbs come in sets of between 6 and 10. They can be distributed amongst a group of individuals who can use them to communicate over long distances. They can also be used to share images with other users (maybe show them what you are eating) so that they can pass along their approval.

Socks of Cheese – A particularly nasty item that will, when worn and upon command, emit a shockingly awful and powerful aroma. All creatures within a 20ft radius must make a saving throw or be physically sick and disorientated.

Cornstalk of Linguistic Ability – When this stalk of corn is placed in your mouth and chewed you will be able to understand any language currently being spoken. You will also be able to speak any language (albeit with a rustic farmer-like accent).

Hourglass of Knowledge – This item is very useful during a lull in game play. The player owning the Hourglass of Knowledge can use it to inform the other players that they should wait for a bit. When operated the Hourglass will raise in the air and slowly spin until the action is ready to resume.

Cat’s Pillow – This pillow allows the user to sleep absolutely anywhere (even on a window sill in direct sunlight) and regain a full nights rest in just a couple of hours. Be warned, overuse of this item will lead the player to become aloof and look down on the other party members.

3 Magic - Hakenza's Warpaint

History – Hakenza is a warrior of local legend. A man who fought and defeated the Orcs in the last uprising almost one hundred years ago. His skill in battle was formidable and his feats of bravery are depicted in many artworks around the local area.

Hakenza’s War Paint is a sticky blue liquid which comes in a small jar. If this liquid is applied to the face in one in the patterns used by Hakenza it will temporarily bestow benefits to the character.

However, the players will probably not know of Hakenza or his legacy let alone how he applied his war paint! They should be able to find a few design examples on the various paintings and artworks of Hakenza which are relatively common in the immediate area.

The small jar will hold enough liquid for 3 to 4 applications and each application will last approximately 6 hours.

Hakenza’s War Paint Designs

Large Crosses on cheeks under both eyes – STR +2 Three vertical stripes on face (forehead to chin) – DEX +2 Thick band horizontally across face (over nose) – All throws at ADVANTAGE Thick band around each eye – STR +1, DEX +1, CON +1, CHR +1

Two different patterns can be applied at the same time and the effects will be cumulative

4 Magic - The Rose Amulet (wondrous item)

The wearer of the Rose Amulet is immune to disease. If the wearer has a pre-existing disease the effects of this disease with be suppressed while the amulet is worn.

Whilst wearing the amulet, the wearer will have 19 CON (it has no effect if your CON is already 19 or higher).

The amulet holds 10 charges. Whilst worn the wearer can use an action to expend 1 or more of its charges to cast one of the following spells from it (using your spell save DC and spellcasting ability modifier); a) Cure Wounds (1 charge per level, up to 4th level) - (casting time 1 action, duration instantaneous, a creature you touch regains a number of hit points equal to 1d8 + your spellcaster ability modifier. Using an extra charge increases healing by 1d8 for each additional charge. A maximum of 4 charges can be expended each time the amulet is used. This spell has no effect on undead or constructs). b) Lesser Restoration (1 charge) - (casting time 1 action, duration instantaneous, you touch a creature and can either end one disease or one condition afflicting the creature. The condition can be blinded, deafened, paralyzed, or poisoned). c) Mass Cure Wounds (5 charges) - (casting time 1 action, duration instantaneous, a wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs). The amulet regains 1d6 + 4 expended charges daily at dawn.

5 Magic – The 13 Treasures

The Thirteen Treasures of the Island of Britain are items appearing in medieval Welsh texts from the 15th and 16th centuries. Of course, rather confusingly, there’s actually 14 treasures in the list (and one list item has two pieces so it’s technically 15).

Dyrnwyn (D&D possibility – a flaming ) The Dyrnwyn (“White-Hilt”) is said to be a powerful sword belonging to Rhydderch Hael, one of the Three Generous Men of Britain. When drawn by a worthy or well-born man, the entire blade would blaze with fire. Rhydderch was said to lend the sword to pretty much anyone, hence his nickname Hael “the Generous”, but any possible recipients would always decline the offer once they learned of the mysterious properties.

The Hamper of Gwyddno Garanhir (D&D possibility – endless food) Gwyddno Garanhir (a ruler of a sunken land off the coast of Wales) possessed a hamper which would multiply food. Any food put in the hamper would increase a hundredfold once the hamper was closed and

The Horn of Brân Galed (D&D possibility – endless drink) The Horn of Brân Galed from ‘the North’ is said to have possessed the magical property of ensuring that “whatever drink might be wished for was found in it”.

The Chariot of Morgan Mwynfawr (D&D possibility – a teleportation device) The chariot belonging to Morgan Mwynfawr (“the Wealthy”) is described as a magical vehicle which would quickly reach whatever destination one might wish to go to.

The Halter of Clydno Eiddyn (D&D possibility – a horse whispering device) Belonging to Clydno Eiddyn, this halter could be fixed to the foot of your bed and whatever fine horse he might wish for, he would find in the halter (presumably the following morning – the text isn’t clear on that).The Halter of Clydno Eiddyn was also called The Handy Halter.

The Knife of Llawfrodedd the Horseman (D&D possibility – dagger of rations?) Llawfrodedd Farchog or Barfawc “the Bearded” in other manuscripts, is said to have owned a knife which would serve for a company of 24 men at the dinner table.

The Cauldron of Dyrnwch the Giant (D&D possibility – brave/honorable character detector) The cauldron of Dyrnwch the Giant is said to discriminate between cowards and brave men. It would boil meat quickly for a brave man but would not boil meat at all for a coward.

The Whetstone of Tudwal Tudglyd (D&D possibility – artificer’s stone) Sharpens the blade of a fine warrior. It shall draw blood from any enemy of its user if its user be brave; if its user shall be cowardly, then the blade shall not be sharpened and draw no blood whatsoever.

The Coat of Padarn Beisrudd (D&D possibility – brave/honorable character detector) Padarn’s coat will change size to perfectly fit any brave man; it will not fit cowards

6 Magic – The 13 Treasures (continued)

The Crock and Dish of Rhygenydd Ysgolhaig (D&D possibility – endless rations) Belonged to Rhygenydd the Cleric. Would fill themselves with whatever food was wished for.

Chessboard of Gwenddoleu ap Ceidio (D&D possibility – unusual treasure) Rather large chess board with pieces of silver and crystal and the board made of gold. The pieces only play by themselves if all the pieces are set up correctly.

The Mantle of Arthur in Cornwall (D&D possibility – cloak of invisibility) King Arthur’s llen or mantle is said to make anyone underneath it invisible. In this case the dictionary description of mantle is a loose sleeveless cloak or shawl, worn especially by women.

The Mantle of Tegau Gold-Breast (D&D possibility – cloak of virtue) Tegau Gold-Breast was a Welsh heroine. Her mantle would not serve for any woman who had violated her marriage or her virginity. It would reach to the ground when worn by a faithful woman but would only hang down to the lap of an unfaithful wife.

The Stone and Ring of Eluned the Fortunate (D&D possibility – ring of invisibility) One might describe it as a ring of invisibility. It’s said that Merlin once possessed this item for a while

7 Weapons – The Aztecs

The Aztecs were a Mesoamerican culture that flourished in central Mexico in the post-classic period from 1300 to 1521. Their weaponry was fashioned from the resources local to them which is why we can see some weapons using more unusual components (sharpened obsidian for example).

Ranged Weapons

Atlatl and Tlacochtli – The Atlatl was a projectile launching device that enabled the thrower to propel the Tlacochtli (spear) over a great distance. The Atlatl consisted of a wooden shaft with a cup or a spur at the end that supported the butt of the Tlacochtli. It was held in one hand, gripped near the end farthest from the cup and the projectile was thrown by the action of the upper arm and wrist. Together, the throwing arm and Atlatlacted as a lever (the Atlatl became a fast-moving extension of the throwing arm, effectively increasing the length of the ‘lever’). This allowed the thrower to impart more force to the projectile which resulted in a longer range and higher flight speed. The Tlacochtli was the projectile, sometimes referred to as a dart but was more like a large arrow or spear (over 5ft in length). The Tlacochtli had a wooden shaft and it’s head was edged with sharpened obsidian. Cost 25gp, Damage 2d4 piercing, Weight 4lb, Properties ammunition, thrown, range 80/320

Tlahhuitolli and Yaomitl – The Tlahhuitolli was the Aztec war bow. Constructed from the wood of the tepozan tree, this bow was about five feet long and was stringed with animal-sinew. The Yaomitl were arrows with barbed obsidian, chert, flint, or bone points. Typically fletched with turkey or duck feathers. The Micomitl was the accompanying quiver the Aztec warriors used. Cost 25gp, Damage 1d8 piercing, Weight 3lb, Properties ammunition, thrown, range 80/320

Tematlatl – A sling made from maguey fiber. The Aztecs used oval shaped rocks or hand molded clay balls filled with obsidian flakes or pebbles as projectiles for this weapon. It was recorded that the hail of stones flung by Aztec slingers was so furious that even well armored Spanish soldiers were wounded. Cost 5sp, Damage 1d6 bludgeoning, Weight <1lb, Properties ammunition, thrown, range 30/120

Tlacalhuazcuahuitl – A blowgun consisting of a hollow reed using poisoned darts for ammunition. The darts used for this weapon were made out of sharpened wood fletched with cotton and usually doused in the neurotoxic secretions from the skin of tree frogs found in jungle areas of central Mexico. This was used primarily for hunting rather than warfare. Cost 5sp, Damage 1d4 piercing, Weight <1lb, Properties ammunition, blown, range 20/60

Melee weapons

Macuahuitl – This was essentially a wooden sword around 30 inches in length and with small, sharp obsidian blades embedded along its sides (it was similar in appearance and build to a modern cricket bat – a handle with a long, broad head). The obsidian pieces could be sharpened to a finer point than steel and a blow from such a weapon was reputedly capable of decapitating a horse. Cost 15gp, Damage 2d4 slashing, Weight 2lb

Cuahuitl – A baton fashioned from a single piece of hardwood. It was reminiscent of the agave plant’s leaves in its shape. Cost 5gp, Damage 1d6 bludgeoning, Weight 6lb

8 Weapons – The Aztecs (continued)

Melee weapons (continued)

Tepoztopilli – The Tepoztopilli was a one piece wooden spear with small obsidian blades on the edges of the spear head. It was typically five to six feet long. Cost 2gp, Damage 1d6 piercing, Weight 3lb

Quauhololli – A mace-like weapon, the handle was made out of wood topped with a wooden, rock, or copper ball or sphere. Cost 4gp, Damage 1d6 bludgeoning, Weight 4lb

Tlaximaltepoztli – Basically an axe, comparable to a tomahawk, the head of which was made out of either stone, copper or bronze. It had a two side design, one side had a sharp bladed edge while the other one a blunt protrusion. Cost 5gp, Damage 1d6 slashing, Weight 3lb

Huitzauhqui – A wooden club, somewhat resembling a baseball bat. This weapon was used for melee attacks just as it was made, but other designs were studded with flint or obsidian cutting elements on its sides. Cost 6gp, Damage 1d6 bludgeoning, Weight 6lb

Tecpatl – A dagger with a double sided blade made out of flint or obsidian with an elaborate stone or wooden handle, seven to nine inches overall in length. Although this would have been an effective side arm, this weapon was more commonly used in Aztec sacrifice ceremonies and was therefore probably mostly wielded by Aztec warrior priests. Cost 10gp, Damage 1d4 piercing, Weight 1lb

Armor

Chimalli – Shields made with different materials such as the wooden shield “cuauhchimalli” or maize cane “otlachimalli“. There were also ornamental shields decorated with motifs made in featherwork, these were called mahuizzoh chimalli. Cost 10gp, AC +2, Weight 5lb

Ichcahuipilli – Quilted cotton armor which was soaked in salt water brine and then hung to dry in shade so that the salt would crystallize inside of it. One or two fingers thick, this material was especially resistant to piercing and slashing. Cost 30gp, AC 11 + Dex Modifier, Weight 10lb

Tlahuiztli – The distinctively decorated suits of prestigious warriors and members of warrior societies. These suits served as a way to identify warriors according to their achievements in battle as well as rank, alliance, and social status like priesthood or nobility. Usually made to work as a single piece of clothing with an opening in the back, they covered the entire torso and most of the extremities of a warrior, and offered added protection to the wearer. Made with elements of animal hide, leather, and cotton, the tlahuiztli was most effective by enhancing the Ichcahuipilli. Cost 10gp, AC +1 (+2 when used in conjunction with Ichcahuipilli), Weight 8lb

Cuacalalatli – The Aztec war helmet, carved out of hardwood. Shaped to represent different animals like howler monkeys, predatory cats, birds, coyotes, or Aztec deities. These helmets protected most of a warriors head down to the jawline, the design allowed the warrior to see through the animal’s open jaw. Cost 20gp, AC +1, Weight 5lb

9 Weapons – Ancient India (and more recent)

Ranged Weapons

Pasha (sometimes Pasa – Ancient) – A triangular noose weapon made of rope and iron balls for weight. Approximately 45ft in length, the Pasa would be whirled over the head (much like a lasso) before being thrown at the enemy. The intent would be to drop the noose around the neck of the enemy but it could also entrap arms and legs. Cost 15gp, Damage 1d6 bludgeoning with chance to capture/entrap (rules same as ‘Net’), Weight 5lb, Properties ammunition, thrown, range 30/45

Sudarshana Chakra (Ancient) – A spinning disc like weapon with very sharp edges that is hurled at the enemy. It was an effective, large (maybe frisbee sized) throwing star. Cost 7gp, Damage 1d6 slashing, Weight 2lb, Properties ammunition, thrown, range 30/80

Bamboo Longbow (Ancient)– A 6ft long bow that shot long bamboo arrows. It wasconstructed from bamboo to avoid warping in the extreme heat and humidity. It was not as powerful as a compound bow. Cost 8gp, Damage 1d6 piercing, Weight 2lb, Properties martial weapon, ammunition, range 60/200, two-handed

Steel Longbow (3rd Century) – This weapon could match the power of the composite bow while not being subject to the problem of warping due to humidity. This powerful bow had an excellent range and could penetrate thick armor. However, steel bows would have only been used by elite or noble class warriors. Cost 80gp, Damage 1d8 piercing (2d6 when using iron shafted arrows), Weight 7lb, Properties martial weapon, ammunition, range 160/620, heavy, two-handed

Melee Weapons

Gada (Ancient) – A blunt mace with a metal or wooden handle and a round head constructed from stone, iron, bronze, steel or copper. The head is radially symmetrical though not necessarily spherical. Cost 7gp, Damage 1d6 bludgeoning, Weight 5lb

Urumi (5th century BC) – A sword with a flexible whip-like blade. It is incredibly difficult to master and can almost be treated as a steel whip. The Urumi hilt is constructed from iron or brass. The blade is fashioned from flexible edged steel measuring three-quarters to one inch in width. Ideally, the length of the blade should be the same as the wielder’s arm span, usually between 4ft to 6ft. Multiple blades are often attached to a single handle. Cost 90gp, Damage 1d6 (per attached blade) slashing, Weight 4lb, Higher level characters with additional proficiency only

Khanda (3rd Century) – A broad sword made from steel. It was double bladed with a blunt point so could be used for slashing only. It was considered to be a very prestigious weapon and would be used by elite or noble class warriors only. Cost 45gp, Damage 1d10 slashing, Weight 4lb

10 Weapons – Ancient India (continued)

Melee Weapons (continued)

Bagh Nakh (sometimes Tiger Claw – possibly 9th century) – This knuckle-duster type of weapon is designed to fit over the knuckles or be concealed under and against the palm. It consists of four or five curved blades affixed to a crossbar or glove, and is designed to slash through skin and muscle. It is believed to have been inspired by the big cats, and the term itself means tiger’s claw in Hindi. Cost 8gp, Damage 1d4 slashing, Weight 1lb

Katara (sometimes Suwaiya – 14th Century) – A variant of an Indian push dagger. The Katara is characterized by its typical H-shaped horizontal hand grip with the blade situated above the knuckles of the Cost 9gp, Damage 1d4 piercing, Weight 1lb

Kukri (sometimes Khukuri or Gurkha Knife – 16th century) – A knife, originating from the Indian subcontinent, associated with the Nepali speaking Gurkhas of Nepal and India. The knife has a distinct recurve in the blade. Used as both a tool and as a weapon in the Indian subcontinent. Traditionally, it was, and in many cases still is, the basic utility knife of the Gurkha. Cost 15gp, Damage 1d6 slashing, Weight 1lb

Talwar (16th century) – The is a type of curved, wide-bladed sword or saber that gained widespread popularity during the Mughal rule. The pommel has a short spike that projects from its core, which is sometimes pierced for a cord to lock the sword to the wrist. The grip is confined and the outstanding disc of the pommel presses into the wrist. Cost 15gp, Damage 1d8 slashing, Weight 2lb

Pata (sometimes Patta or Dand Patta – 16th century) – The has a long straight blade ranging in length from 10 to 44 inches. It was a sword that had a gauntlet incorporated as a hand-guard. Warriors of the Maratha Empire were given combat training to fight with dual Patas with one sword in each hand. Sometimes a single Pata was utilised and paired with a javelin, belt or axe in the other hand. Cost 20gp, Damage 1d8 piercing, Weight 3lb

11 Puzzle – The Sorcerer’s Whim

This puzzle room could possibly be found in a sorcerer’s lair with the exit door either leading to a treasure room or leading the group of adventurers into an area the sorcerer really didn’t want them visiting…

DM only – This circular room contains a table with 6 chairs in the middle and an exit door in the wall opposite from where the group entered. To continue on their way the group must open this exit door but it cannot be done by normal means (and cannot be physically forced). The door is enchanted and will only open when the chairs are placed in a specific order around the table. The group should be able to work out the order from the message carved into the exit door’s surface.

DM to Party – You enter a large circular room. The room is approximately 30ft in diameter and the walls and floor are grey stone. In the opposite wall you can see a heavy looking stone door. In the middle of the room stands a rectangular, wooden table. Around the table are six dusty wooden chairs.

DM only – if the group examine the chairs they will see that carved into the back of each chair is a different herald. Show them fig.1

DM only – If the group examine the table they will see nothing out of the ordinary, it is a good solid wooden table. On top of the table is a set of eating utensils, a bowl and a plate. These items are held fast to the table by some unknown force. Show them fig.2

12 Puzzle – The Sorcerer’s Whim (continued)

DM Only– if the group examine the stone door on the opposite wall they will find that there is no keyhole or door handle and there appears to be no way to open the door physically. A detect enchantment spell or similar will show that the door is held shut magically. They will, however, see a message carved into its surface. The message reads;

To travel through here and on with your quest, You must at first pass my test, Arrange the chairs around the table, As best as your weak mind is able.

The defender of Faith sits to Lord Fleur’s left. The Captain of the Temple Guard must not sit across from the Master Jailer. The Master of the Castle Watch sits in front of the bowl. The Defender of Faith must not sit next to the Defender of the Crown. The Defender of the Crown is three seats away from the Master Jailer

DM only - The party should ascertain from the message that they need to rearrange the chairs in a specific order around the table in order to open the door.

DM only – First the group must work out which herald belongs to which title. If a member of the group passes an INT roll they will know that an eagle symbolizes a protector, a cross symbolizes faith and the crown symbolizes royalty. Fig 3 shows the required order of chairs around the table, if you print Fig 3 and cut the table and heralds out separately, you can shuffle them and hand to the group so they can then use them to show the position they are placing the chairs in.

DM only – Once the group have the chairs in the correct order, read them the following.

DM to Party – As you set the final chair in place a loud cracking noise fills the room. You turn to see the big door slowly swing open. As it opens there is a high pitched scraping noise as stone grinds against stone and then you feel a gust of stale air billowing out of the doorway. You look into the dark doorway wondering who or what may have heard the door open…

13 Puzzle - The Spirit of Ecstacy

DM to Party – The door opens to a large, circular room, approximately 60ft in diameter. The floor and walls are made from a polished stone and there are no other exits visible. The low, uneven ceiling ranges from 8ft to 10ft high and is crisscrossed by a network of fine cracks. In the center of the room there is a small pedestal (3ft tall) on top of which you can see a golden statue of what appears to be a fairy, leaning forward with her wings outstretched behind her. The statue is roughly 9 inches tall.

DM Only – The small golden statue is solid gold and is extremely well crafted, it is worth 500gp. It was known to it’s previous owners as The Spirit of Ecstasy.

DM Only – When/if the first adventurer steps into the room there will be a rumbling noise and dust will slowly fall down from the cracks in the ceiling (the ceiling is not in danger of collapsing although of course the adventurers don’t know that). The pedestal will quickly lower into the floor and a slab of stone will slide across to cover it. If they stay in the room, the adventurers will not be able to move the covering slab or gain access to the sunken statue in any way. If the adventurers leave the room, the rumbling will re-occur, the cover slab will slide to one side and the pedestal (with statue) will re-emerge.

DM Only – To obtain the statue the adventurers must devise a way to move it without stepping on the floor. They can fly, levitate, throw a grappling hook, shoot an arrow with a line or try to fashion some kind of ‘fishing’ pole (remember that the ceiling is uneven and low which will hinder any attempts to lasso the statue and the diameter of the room is 60ft so the pedestal is 30ft away from the door – that would be one, long, unwieldy fishing pole!).

14 Trap - Feather Fall

DM Only – The party will enter from the East.

DM to Party – The door opens to a long hallway, 100ft in length and 10ft wide. There are two chandeliers holding unlit candles hanging from the high ceiling, about a third and two thirds the way along the hallway. The floor rises in an incline of approximately 1 in 12 and at the far end of the hallway you can see a door. In front of this door sits what appears to be a huge, almost spherical boulder.

DM Only – As the party enter and move along the hallway they will obviously be very wary of the boulder as they will expect it to start rolling towards them. And they will be right to be wary because when they reach the first chandelier they will trigger the first part of the trap (the trigger is a proximity spell cast upon the chandelier itself and it works when any creature passes below).

Note – a detect magic spell will work if cast on the following objects but will give no indication of what that magic might do; both chandeliers, the door in the East wall, the boulder, elements of the ceiling.

Trap Triggered –

Part 1) The door the party entered through will slam shut and the spherical boulder will start rolling towards them. However, the boulder is only roughly 7ft in diameter and does not cover the entire width of the hallway so each party member will only need to make a DEX save to avoid it as it rolls into them (if they state that they move into the space where the wall and floor meet they can make an ADVANTAGED DEX save). If they fail the DEX save they will be knocked into the wall as the boulder rolls by and will take 2d4 bludgeoning damage (amend as appropriate for level).

15 Trap - Feather Fall (continued)

Trap Triggered –

Part 2) The boulder rolls past the party and carries on until it smashes into the door in the East wall. This triggers the next part of the trap. Hidden trap doors in the ceiling will open and there will be a deluge of hundreds of thousands of feathers as they fall from these trapdoors into the hallway. The feathers will continue to fall for two turns and with such ferocity that it will be like being in a blizzard. They party will find moving at this time to be very difficult and will only be able to move at half speed. At the end of the second turn the party will be standing knee deep in feathers as the deluge begins to slow down. If the party examine the feathers they will notice an oily sheen and the feathers will be greasy to the touch. Suddenly there will be a ringing noise as the candles on the two chandeliers burst into flame. Although the feathers have slowed there are still some falling and some of these will catch fire as they fall past the lit candles on the chandeliers.

This should leave the party knee deep in oily feathers, watching as burning feathers slowly fall. They should be made to realize (if they don’t already) that as soon as the burning feathers fall far enough they WILL ignite the feathers already on the floor and the party WILL be in trouble. The only obvious exit is the door to the West (which is locked, but can be picked). There is space in the feather holding areas beyond the trap doors in the ceiling if any party member is lucky enough to have the ability to fly.

The party have a turn for action before the burning feathers hit the feathers on the floor and turn the whole hallway into an inferno. The feathers will burn for 2 to 3 turns giving each character 1d8 damage (amend as appropriate for level) in each turn unless they take avoiding action to mitigate some or all of the fire’s effect.

Note – there is a possibility that some party members did not enter the hallway and are now trapped on the other side of the door on the East wall. Once the fire has subsided the party will be able to take a couple of turns to push the boulder aside to open this door (it is not locked, the trap was set up so that the boulder would keep it shut).

16 Monster – Redcap Goblin

Not to be confused with the fey of the same name. The Redcap Goblin is based on a creature from Scottish history and is a malevolent, murderous goblin said to inhabit ruined castles and buildings especially those that were the scenes of tyranny or wicked deeds. The Redcap Goblin is known for soaking his cap in the blood of his victims. Also known to local townsfolk as Redcomb or Bloody Cap Goblins.

Redcap Goblin Small humanoid (goblinoid), chaotic evil

Armor Class 15 (Leather Armor, Shield) Hit Points 11 (3d6) Speed 30 ft.

STR INT 10 (+0) 10 (+0)

DEX WIS 14 (+2) 8 (-1)

CON CHA 10 (+0) 6 (-2)

Skills Stealth +6 Senses Darkvision 60 ft., Passive Perception 9 Languages Common, Goblin Challenge 1/4 (50 XP)

Unnerving Aura – Any character facing a Redcap Goblin may be unnerved by its evil aura/appearance and must make a successful DC15 WIS saving throw or spend the entire encounter with a -1 modifier to all rolls.

Nimble Escape – The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Actions Small Pikestaff. Melee Weapon Attack: +4 to hit, reach 6 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Description The Redcap Goblin is a slightly larger than normal, thickset goblin with long prominent teeth, skinny fingers armed with talons, large eyes of a fiery red color, grisly hair streaming down his shoulders and a red cap on his head. The Redcap Goblin will often have dried blood on its face and neck that has dripped from down from the cap. If any unwary travelers have the misfortune to run into a Redcap and are killed, the Redcap will soak his cap in their blood, giving it a crimson hue. Some Redcaps are said to be affected by the brandishing of a crucifix but this seems to be an unreliable form of attack/defense and may just have grown from the folklore that surrounds the Redcaps evil nature. Unlike normal Goblins, the Redcaps rarely live in groups and are usually found on their own.

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