Lantern Festival Prizes
Chainmail Shirt: Requires 2 STR to wear.
Defense: 9+DEX (max 2).
Enchanted to remain immaculately clean; It cannot tarnish or stain.
Half Plate: Requires 3 STR to wear.
Defense: 14.
Enchanted to remain immaculately clean; It cannot tarnish or stain.
Ox-Hide Defense: 4+DEX
Enchanted to remain immaculately clean; It cannot tarnish or stain.
Action: Play the bagpipes and become loudly Invisible.
Requires use of both hands.
This item does not require proficiency for its effect; only loud, obnoxious noise.
A flavorless, gelatinous bead that transforms most liquids into cold, drinkable water.
Only useful when dissolved in non-magical or non-toxic liquids. Converts liquids up to 1 gallon in size, per bead. It may also be swallowed whole to quench an average day's thirst (converting stomach contents).
Action: Throw - Target must make a DC-12 WIL Save to resist the urge to catch.
Failure may force dropping a held item to catch the stone as a free reaction.
Remember, any free hand may catch the stone without disarming. If two items are held, the dominant hand may disarm. If a two-handed item is held, both hands may disarm.
Action: While worn, the wearer may encourage the cloak to billow dramatically, as if caught in a strong wind.
The cloak's flare is purely aesthetic, and its movement is subject to the wearer's preference.
Action: Chew for +1 Temp HP.
Salvia Tea: +4 Temp HP.
1 plant produces bitter tea for 4 individuals.
Temp HP lasts until long-rest and does not stack.
Common Salvia is a standard ingredient for Basic Healing Potions.
Action: Consume for 1hr of mild warming.
This pepper is a favored ingredient for foods and potions in Nightfall. It's a standard ingredient in Freezy-Hot.
Action: Chew for +1 to any single INT Skill.
Elderthistle Tea: +3 INT Skill.
Effect lasts 1hr and does not stack.
1 plant produces floral tea for 4 individuals.
Elderthistle Tea is a common beverage for bureaucrats, students, and craftsmen.
Action: Consume for +2 to Might.
Cooking doubles this effect for 1 serving.
Effect diminishes -1 per hour.
Valued by athletes, soldiers, and heroes, Enduracaps are modestly difficult to come by. They're better reserved for STR potions.
This spellbook and its contents cannot be damaged by water, fire, or age.
This item is still susceptible to magical damage or intentional alteration by mundane means.
1 Action: 1 Bite, heal 4d8+8 with D-Adv.
2 Actions: 2 Bites, heal 4d8+8.
3 Actions: 3 Bites, heal 40hp OR 1 Wound.
A perfect apple displaying a bright golden radiance; This is no ordinary fruit. Arepo Orchards cultivates their product with one special ingredient: love.
1 Action: 1 Bite, grants only half Haste for 30 seconds (5 Rounds).
3 Actions: 3 Bites, grants full Haste for 1 minute (10 Rounds).
A small green apple with lightning blue striations; This is no ordinary fruit. Arepo Orchards cultivates their product with one special ingredient: love.
This carpenter's hammer is entirely silent, but only for carpentry - striking nails and wood.
Damage: 1d6+STR Bludgeoning. Properties: Range 4, Thrown.
While worn, this wide-brimmed hat is enchanted to cool the wearer in hot environments. It can be worn on top of a helmet.
Useful across Daybreak. But in Brightward, an additional cooling method is necessary.
Action: Name any non-magical food seasoning, then reach for a pinch. This expends 1 charge.
This belt pouch appears empty and has 10 charges. Each charge seasons a single meal.
Regain 1d6+4 expended charges after the wearer's long-rest.
Action: Activate (or deactivate) the rod.
The Immovable Rod affixes to any position or suspension once activated.
A small gemstone button is placed upon an otherwise non-descript 2ft pole. The Immovable Rod may support up to 4 tonnes.
Action: Chew for +1 to any single DEX Skill.
Licorice Tea: +2 DEX Skill OR +1 Speed.
Effect lasts 1hr and does not stack.
1 plant produces mild tea for 4 individuals.
Roots to the common Licorice-Shrub, this is a standard ingredient for Potions of Haste.
Action: Eat to recover 1 HP.
Mendberries, while mild in effect, are commonly gathered for basic Healing Potions.
Action: Eat to Adv next Hit Die recovery.
As a topical paste, multiple Moonberries may heal fire damage by +1 per berry used.
Moonberries, tasting mildly of mint, are often gathered to aid sleep or remain cool.
Properties: Magic Animus, and Casts Light.
Light Radius depends on stone size:
Chip (1), Stone (5), Heavy Stone (12), and Gigantic (30).
Moonstones come in a variety of sizes & shapes, but all shine a radiant, pale moonlight, and all draw magic toward them.
A simple stuffed animal that, when slept with, guarantees only pleasant dreaming from the holder.
This item only affects common dreams. It does not interfere with divine visions or other magical dream effects.
1 Action: 1 Bite, heal 2d4+4 with D-Adv.
2 Actions: 2 Bites, heal 2d4+4.
3 Actions: 3 Bites, heal 12hp.
A simple red apple with a slight radiance; This is no ordinary fruit. Arepo Orchards cultivates their product using one special ingredient: love.
Action: Expend 1 charge and sprout a flower from soil within reach (5ft), or from the staff itself.
This staff has 10 charges. Its flowers are harmless and non-magical, and they grow or wither as normal flowers would.
Regain 1d6+4 expended charges after the wielder's long-rest. Roll a d20 after expending all charges. On a 1, the staff erupts into flower petals and is lost forever.
Action: Chew to heal 1d6 Lightning Damage.
Staticweed Tea: Heal +6 Lightning Damage, and resist it until next Long-Rest.
1 Staticweed produces only 1 serving of tea.
Staticweed is found in environments roiled by storm-weather.
Action: Chew to heal 1d6 Necrotic Damage.
Sundaisy Tea: Heal +6 from Necrotic Damage and resist it for 1hr.
1 Sundaisy produces only 1 serving of tea.
Sundaisy Tea is a favored beverage for adventurers, clergy, and haunted folk.
Properties: Magic Animus, and Casts Light.
Light Radius depends on stone size:
Chip (1), Stone (5), Heavy Stone (12), and Gigantic (30).
Sunstones come in a variety of sizes & shapes, but all shine a radiant, golden sunlight, and all draw magic toward them.
Action: Expend a charge to ignite the tip of the wand. 1 Charge/Wand.
The wand makes for great kindling, but is an awfully inefficient use of enchantment.
Action: Wielder casts Enlarge on any land or water fowl.
Effect lasts 8 hours, or the destruction of the wand.
Five maximum charges, recharging 1/week.
Ever play Chick, Chick, Roost as a kid? Now here's a crazy idea...