Category: Duncan’s Store of Stuff

Spontaneous Panic Room, Pebblebrook Collection

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Pebblebrook’s Spontaneous Panic Room
Wondrous Item
This appears to be a normal ruby gemstone, except with Pebblebrook’s signature carved onto one face.

As an action, speak the command word and this ruby summons a 10-foot-radius dome of force around and above you as if the spell Tiny Hut has been cast. The dome acts for all intents and purposes as a Tiny Hut, and will remain for up to 1 hour. However, you cannot customise the appearance nor climate of the dome. Inside the panic room is comfortable and dry regardless of the weather outside, and is well lit as if in daylight. Soothing music can be heard within the dome, as well as gentle ocean waves. You can see outside the dome, but the dome is opaque from the outside, appearing pale red in colour.

Over the course of the hour, the ruby appears to become more and more burned and grows hotter. After 1 hour, it shatters and the dome vanishes. The panic room cannot be unsummoned in any other way.

Wand of Summon Jurgen, Pebblebrook Collection

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Pebblebrook’s Wand of Summon Jurgen
Wand
1 lb
This wand has 1 charge. While holding it, you can use an action to expend this charge to cast the Summon Jurgen spell as defined below.

The wand regains its 1 charge daily at dawn. When you expend its only charge, roll a d20. On a 1, the wand crumbles into ash and is destroyed. This frees Jurgen from his curse.

Summon Jurgen

Jurgen is a nice young human male from Baldur’s Gate who happened to get on the wrong side of Pebblebrook the wizard some time ago. He uses the bard stat block as found in Volo’s Guide to Monsters.

Whenever the spell Summon Jurgen is cast, Jurgen is teleported from wherever he was at the time and in whatever state to appear within 5 feet of the caster. He is not magically bound to the caster and may act with independence.

Jurgen will remain in his new location for 1d4 hours, after which point he automatically teleports back to his original location. If Jurgen dies, the wand continues to summon his corpse.

Roleplaying Jurgen

Jurgen is a chaotic neutral bard, skilled with a lute and possessing some magical abilities. He was once a grifter and a con-artist, enjoying scams and gambling tricks. However, he has grown haggard and nervous from a life of magically teleporting all over the place.

He was cursed by Pebblebrook after conning him and bragging about it in a pub. If he’s feeling in a good mood he enjoys meeting new adventurers and learning of their travels – it is inspiration to write more music. If he is feeling depressed, drunk, or was in the middle of something important, being summoned will cause him great despair.

Jurgen is not against helping adventurers in combat but will not put himself in a position where he is likely to be caused great harm or perish.

Ball of Monster, Pocket Monsters Collection

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Ball of Monster
Wondrous Item
0.6 lb
This two-coloured, spherical ball contains the spirit of a beast-type creature. By throwing the ball as an action onto an empty 5-foot square up to 20 feet away and speaking the command word, the ball cracks open and summons the beast on that spot. It obeys the command of whomever is attuned to the Ball of Monster.

The summoned beast will remain until it is either killed or returned to its ball. It is still a normal beast and will require food and water if it is to remain outside the ball for 12 or more hours. Retrieving the creature can be done by picking up the ball, pointing it at the beast and speaking the command word again as an action.

A creature inside the ball recovers hit points equal to one of the hit dice in its stat block + Constitution per 12 hours.

Capturing a beast

A player with an empty Ball of Monster can attempt to capture a new beast by throwing an empty ball as an action at a beast-type creature of CR 1 or lower that is below half its HP. The creature makes a Wisdom saving throw (DC 13). If it fails, its body is turned into swirling red energy and sucked into the ball, where it is immediately brainwashed into loving whichever player is attuned to the ball. It will now obey their every command. The creature becomes linked to its ball and the ball may not be used to capture a different beast until the first beast has been killed or released. The beast can be released at any time by summoning it and speaking the release command. The beast retains all memories of its servitude and is no longer subservient to the attuned player.

If the creature falls below a quarter of its HP, the Wisdom saving throw DC increases to 15. Any beast-type creature that is willing to be captured in the Ball of Monster instantly fails its Wisdom save.

See also:

* Superior Ball of Monster: Capable of capturing beasts of CR 2-3.
* Artisan Ball of Monster: Capable of capturing beasts of CR 4-6.
* Master Crafted Ball of Monster: Capable of capturing beasts of CR 7+.
* Ball of Other Creature Types: Some artisans are capable of creating Balls that can capture other creature types. But it’s a rare craftsman indeed who has figured out how to achieve this.

variant Balls of Monster (WIS save Dc for the beast)

Note: It can be a little confusing at first that the DC increases to make the ball easier to throw and so a Master Ball says “cannot succeed” in the CR 1 or lower column. Remember, we’re measuring the WIS of the monster, not the quality of the ball.

CR 1 or LowerCR 2-3CR 4-6CR 7+
Ball of Monster13 / 1511 / 139 / 11Cannot Fail
Superior Ball15 / 1713 / 1511 / 139 / 11
Artisan Ball17 / 1915 / 1713 / 1511 / 13
Mastercrafted BallCannot Succeed17 / 1915 / 1713 / 15

Escape Rope, Pocket Monsters Collection

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Escape Rope
Wondrous Item
3lb
This enchanted hempen rope is 30 feet long and can be cut in half at a small black, wax ring at its centre.

Cut the rope in half and place one half at the entrance to a dungeon, carrying the other half with you. As an action, place your half of the rope on the floor and speak the command word. The end of the rope will rise into the air until the whole rope hangs perpindicular to the ground. 10 feet up the rope, an invisible entrance opens to an extradimensional space that lasts until it is deactivated, or for one hour. Meanwhile, a similar extradimensional portal opens beneath the other half of the rope previously laid at the dungeon entrance. 5 feet of this rope rises in the air, while the remaining 10 drops into the hole.

This extradimensional space is a 15-foot cube, with your upper 5 feet of rope travelling through its centre reconnected to the 10 feet that is hanging from a hole in its ceiling. The black wax seal reseals as the two ends of the rope fuse. You may climb this rope, passing up through the space, back to the entrance of the dungeon.

Attacks and spells can’t cross through the entrances into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on either rope.

When the escape rope is deactivated, anything remaining inside the extradimensional space drops out the bottom and the rope springs out of the top hole. However the black wax melts off as it passes back into reality. At this point, the escape rope is once again a normal hempen rope of 30-foot length.

Bearded Axe, General Goods Collection

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Bearded Axe
Martial weapon, Melee weapon
4 lb 1d8 slashing – versatile (1d10)
Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

Bearded Hook. The blade of this axe extends into a long hook. When you successfully land an attack, instead of dealing damage you may choose to try and rip away your opponent’s weapon or shield. Make a Grapple check. If you succeed, they drop the object in question. It lands at their feet. You are not considered Grappled. This effect cannot be used on a creature two or more sizes larger than you.