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This 5e magic ring is available as a card in printer-friendly format to Patrons of the Lorelock! Become a patron at patreon.com/lorelock.

 
5e magic ring

If there is one banner every Keeplord fears, it is the banner of the Wasted Spire. They are the siege breakers. The city killers. It is said that they tear down walls with bare hands. That wherever they march crops wither and die. That they have lost their souls to whatever fell thing commands them.


While wearing this magic ring, you have advantage on attack rolls against objects and structures.

Additionally, once per day you can use an action to increase your size by one category for one minute. When you do this, your size doubles in all dimensions, your weight increases by a factor of eight, and your weapons grow to match your new size. This effect grants you the following abilities:


  • You have advantage on Strength checks and saving throws.

  • Your melee attacks deal an additional 1d4 damage.


If you activate this effect in a space too small for you to double in size, you grow to the maximum size for the space.


 

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This 5e magic warpick is available as a card in printer-friendly format to Patrons of the Lorelock! Become a patron at patreon.com/lorelock.

 

A bounty is more than a price on your head. More than a piece of paper. It is a curse. A pestilence placed upon your soul and spread like pollen through the glimmering waves of the Ethereal Sea. All who can surf the immaterial tide will know you. They will know your crime. Your enemy. And they will know the value of your life.


5e Warpick
5e Warpick

 

This post is brought to you by the patrons of the Lorelock! Patrons get access to tons of bonus content like the Broken Sun Guidebook, One-D-Seven our weekly TTRPG zine and so much more. Become a patron at patreon.com/lorelock!


Guildsmen being carried on a palanquin

Having recently acquired a powerful object, the party finds themselves in a bustling city. This artifact has caught the attention of the influential Merchant House known as "The West Throne Company".


The party has been invited to meet with a powerful Merchant, an elf named Johan Meritte, a high-ranking member of the West Throne Company. His demeanor is polite yet firm. Meritte will tell the players that his organization has a vested interest in the artifact and that he has been sent to negotiate its transfer to the West Throne Company.


The party can choose to negotiate, refuse, or inquire more.


Negotiating. Meritte offers a handsome reward for the artifact – gold, land, or even employment by the company. He emphasizes the benefits of having the House as an ally.


Refusing to negotiate. Meritte's tone will harden and he will insist saying that refusal to cooperate may attract unwanted attention from the powerful merchant house.

Deeper inquiries. Meritte will tell the party that the West Throne Company believes they can use the artifact to open new markets for them and that their intentions are simply for the greater economic good.


Handing over the artifact. Meritte will be pleased and will pay the agreed upon payment.


Refusing the House. Meritte will leave with a veiled threat. Soon after, the party will find themselves being tailed by unsavory figures and hear rumors that a bounty has been placed on their heads.


Harming Meritte. If the party harms Meritte or his bodyguards, they will become targets of the guild who will send assassins after them, bribe guards to try and kill them, and generally make their lives as miserable as possible.


 

This post is brought to you by the patrons of the Lorelock! Patrons get access to tons of bonus content like the Broken Sun Guidebook, One-D-Seven our weekly TTRPG zine and so much more. Become a patron at patreon.com/lorelock!



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