Mordenkainen's Compendium of Quirks Vol. III by Benjamin L
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Mordenkainen's Compendium of Quirks Vol. III by Benjamin L. Eastman and Matt Dunn Sample file Mordenkainen's Compendium of Quirks Vol. III Credits Publisher: Eastman Dunn Press Designers: Benjamin L. Eastman and Matt Dunn Logo: Sean Maroney Interior Design: With the help of Scott Tolksdorf's Homebrewery website. Artwork: Cover art by Stefan Keller. Interior art by Yerson Retamal, Ariadne A. Mazed, Michael Stern under CC BY-SA 2.0, Larisa Koshkina, and Dorothe. Page backgrounds by Nimgyu. Any uncredited work is made available through the DMs Guild Artpacks. Proofreading: Evan Perlman. Any errors are our own. Contact Us: [email protected] or on Twitter @edpresskey Inspiration The Compendium of Quirks is a 5E hack of magic item quirks from the 13th Age Roleplaying Game. We would like to thank Rob Heinsoo, Ashley Law and all other designers of 13th Age. We strongly encourage you to check this game out by visiting the Pelgrane Press website. Disclaimer DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright © 2019 by Eastman Dunn Press and published under the Community Content Agreement for Dungeon Masters Guild. Sample file 2 Secrets of the Spellbook carcely a mage alive does not know the name All attuned items introduce a quirk which influence or alter Mordenkainen. From a young age, he was tutored their users' attitude, disposition or demeanor. While you are in the arcane arts on a world known as Oerth. He attuned to a magic item, the quirk adds a personality trait, devised many spells which bear his name, such as bond, ideal or flaw in addition to those derived from your Mordenkainen's faithful hound, and ultimately character background. When you roleplay in a manner true to became Greyhawk's greatest living archmage. your quirk, your dungeon master should award Inspiration. SFrom a young age, Mordenkainen was interested in the Once you are no longer attuned to the item, its sway over secrets of the planes. While adventuring with the Citadel of you diminishes. Most quirks disappear one day after you are Eight, he encountered many beings from the Shadowfell, no longer attuned. Feywild and Nine Hells. These encounters inspired him to research methods to visit these planes of existence. A Page From The Archmage Through his diligence, Mordenkainen learned the sigils Transcribed from the pages of Mordenkainen's spellbook on that unlocked gates to other planes of existence. Not only did the banks of the muddy Tser — 1491 Dalereckoning, or he unlock the path to the planes above and planes below, he whatever year it is in this gods-forsaken land of mists. also discovered the realms of Krynn, Khorvaire and Abeir- Toril thereby unlocking the existence of the Multiverse. — My efforts to re-establish the balance and escape this misty hell have been slow. Of late, I have learned that the devil Secrets of the Spellbook Strahd may be a fool — the land is littered with magical After traveling to the Dread Domain of Barovia, items. After stripping the unfortunate heroes of their magic Mordenkainen tried to overthrow Baron Strahd von Zarovich. items, the vampire hides them in nooks and crannies After failing at the attempted coup, Mordenkainen briefly lost throughout the land. his spellbook. An unnamed wizard found the spellbook While ingratiating myself to the Barovian peasantry, washed upon the banks of the Tser River. husbands and wives have presented me with numerous gifts. In the margins of his spellbook, Mordenkainen had While most were common objects (such as bowls and scribbled many discoveries of arcane magic. In unused pages, jewelry), many had at least some small degree of magical he had jotted down formulas for new magic items. Before powers. I have cut myself on magical daggers masquerading returning the spellbook to the archmage, this wizard as butter knives, and I have been shown heart-shaped lockets organized Mordenkainen's marginalia into different treatises that close up any wound instantly. One child even introduced on magic. This clever wizard later escaped Barovia and me to a toy sword he called “Blackrazor.” Among the spread this knowledge throughout the multiverse. peasantry exist many items known only in legends to the peoples of Oerth, Krynn and Abeil-Toril. It appears that they Magic Item Quirks are rightly believed to have been lost, having been swallowed up in the mists of this wretched plane. Every magic item has a personality wherein which its creator, The peasants’ trust in me has allowed me to research more out of necessity or hubris, infuses a degree of temperament items that I could ever have dreamed. I have learned many into the object. secrets underpinning the creation of magical items and even This is most apparent with intelligent magic items where artifacts. I can only hope to repay Barovia’s faith in me and the crafter has imparted a degree of sentience. Other magic rid the land of its oppressors… items bear enmity toward their user which borders on vengeance. Such magical items are often referred to as cursed, as they may require powerful magic to sever the personality of the item from its user. While other items are less forceful, it does not mean that they lack personality. Instead of overwhelming the user with desires and demands, these items make themselves known more subtly. The user may develop a new habit, adopt new mannerisms or express idiosyncrasies which reflect the power granted by the item. Using Quirks at the Table Not all magic items effectively impose their personality on their users. However, any item that requires attunement grants the item some access to your personality, thereby changing the way that you interact with the world. Items whichSample grant you greater power also impose more of their will file over you. 3.