Category: Pebblebrook Collection

Bag of Lightning Bolt, Pebblebrook Collection

CLICK HERE TO VIEW THIS ITEM ON DND BEYOND

Bag of Lightning Bolt
Wondrous Item
Thrown – 30/60ft
This appears like a regular bean bag, teal in colour, but with Pebblebrook’s signature scrawled on one face and a stylised lightning bolt on the other.

As an action, scream “LIGHTNING BOLT!” in Common and make a ranged weapon attack to throw the Bag of Lightning Bolt. It is considered to have the properties ‘Thrown (30/60 ft)’.

If it strikes an opponent, that creature must succeed on a Wisdom saving throw (DC 13) or else fall prone to the ground, becoming incapacitated. The affected creature spends its next turn writhing on the ground pretending to have been struck by real electricity.

For added immersion, the affected creature may make a Charisma (Performance) check to determine the level of its acting ability. With a particularly high check, other creatures around it may become confused and believe the spell was real – at the DM’s discretion. The creature returns to its senses at the end of its turn.

Paper Mache Shield, Pebblebrook Collection

CLICK HERE TO VIEW THIS ITEM ON DND BEYOND

Paper Mache Shield
Shield
AC+0
This shield looks incredibly well crafted. Its front is carved with elaborate swirls and sigils, masterfully embossed, and it appears to glisten like metal that has been oiled. Somehow, it is very light. Why is it so light? Was it enchanted to remove weight? A shield of this size and build should weigh a ton.

Oh, it’s made of paper mache and just looks dope as hell.

The Paper Mache Shield looks for all intents and purposes like a real shield, and a really good one too. However, even the slightest force can break it apart. So can fire, water, well, just about anything.

If a creature uses its action to examine the shield, the creature can determine that it is a fake with a successful Intelligence (Investigation) check of DC 5.

Wand of Find Mimic, Pebblebrook Collection

VIEW THIS ITEM ON DND BEYOND

Pebblebrook’s Wand of Find Mimic
Wondrous item, wand
2.2 lb
This wand has 1 charge. While holding it, you can use an action to expend this charge to cast the Find Mimic 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.

Find Mimic. The wand emits a very loud musical tune until the end of your next turn that is irresistable to mimics. Any mimic within 60 feet of the wand that can hear the tune begins to garble along to the sound. In addition, it partially loses its form in a sudden need to dance a little bit – revealing itself to anyone who can see or hear it.

Optional flavour. Instead of a generic tune, the wand shouts, “Heeeyyeeyyyyyeyey!” After a short moment, any mimic in range who can hear the words clearly responds: “…smoke weed everyday.

Mimic Music Box, Pebblebrook Collection

VIEW THIS ITEM ON DND BEYOND

Pebblebrook’s Mimic Music Box
Wondrous Item
2 lb
Pebblebrook the Wizard has tamed this juvenile mimic (as found in TCE). It holds the shape of a square music box with a hinged lid and a crank handle. The crank handle is floppy and does nothing, but feels sticky to the touch.

To get the mimic to play music, as an action open its lid and speak the command word. The mimic will then begin singing a melody at the top of its lungs. Except it can’t sing, so the noise sounds more like out-of-control gargling mixed with a dying cat that is also drowning. To stop the music, close the lid.

The juvenile mimic must be fed daily or else it will get grumpy and refuse to sing. If it is not fed for 48 hours, it will turn on its owner and attempt to consume them. It requires a similar amount of food per day as the average person.

Spontaneous Panic Room, Pebblebrook Collection

VIEW THIS ITEM ON DND BEYOND

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

VIEW THIS ITEM ON DND BEYOND

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.