The Wandmaker’s Cabin – Treasures & Trinkets
If you missed last week’s map, click here.
Celli Dustgrasp’s cabin contains a wealth of treasures in the form of valuable items she uses to create her magical items, and – of course – the items themselves.
In the previous post I gave you descriptions of three magical items that characters might find in Celli’s cellar. Today I bring you stats to go with them, so that once your players have got hold of them they can actually put them to use. Before that, though, here is a small list of other less magical trinkets that characters might find in Celli’s home.
Trinkets
- This knife is made for whittling wood. The handle is bone, and the blade is incredibly fine glass that has been enchanted so that it will not break or lose its edge.
- This small wooden box is plain and unadorned, but when it is closed it is almost impossible to detect the hinges or the join of the lid. It unlocks with a clever hidden mechanism that is very hard to find.
- This writing pen appears to have been made from a small magic wand that was never enchanted. The handle is slim and warm to the touch, carved from ash that has small veins of silver running through it. The writing nip is also silver, and resembles an ash leaf.
- This small glass phial contains a thin, slightly opalescent liquid that smells like morning dew. These are a dryad’s tears.
- This set of six small wooden bottles each contains a different colour ink. They are held in a long felt-lined box, which also contains a thin brush. The hairs of the brush appear to have come from an owlbear.
- This clear glass jar is sealed with wax. It contains the body of a dead sprite, preserved with magic.
Treasures
Celli’s cabin is packed to bursting with her creations – rods, staffs, wands, and staves of expert construction and potent magical ability. Here are three such items which may be obtained by a party travelling to the cabin.
Woodweird Staff, unique (requires attunement)
This five-foot stave is made from three lengths of different woods – ash, elder, and rowan. The ends of each length twist into one another, creating an almost seamless transition between materials. A fist-sized ball of amber is set in the head of the stave, which is the ash end.
This stave can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you are holding the stave, you also gain a +2 bonus to spell attack rolls.
The stave has 20 charges for the following properties. The stave regains 2d8+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the stave loses all its magical properties and begins to sprout leaves. Over the course of the next day a healthy tree grows from the place where the stave lies. The tree is 60 feet tall and has a 5-foot diameter trunk, and its branches at the top spread out in a 20-foot radius.
Plant Tongue. Once per day, you can cast speak with plants without expending a spell slot. The stave regains this ability daily at dawn.
Spells. While holding Woodweird, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: barkskin (2 charges), entangle (1 charge), grasping vine (4 charges), plant growth (3 charges), transport via plants (6 charges), or tree stride (5 charges).
Retributive Strike. You can use an action to break the stave over your knee or against a solid surface, performing a retributive strike. The stave is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.
You have a 50 percent change to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 x the number of charges in the stave. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.
Distance from Origin Damage 10 ft. away or closer 8 x the number of charges in the staff 11 to 20 ft. away 6 x the number of charges in the staff 21 to 30 ft. away 4 x the number of charges in the staff
Wand of Withering wand, rare (requires attunement by a spellcaster)
This short, fat wand is 5 inches in length. It is made of a dark, almost black wood and is uniformly thick with no taper at either end. One half is knurled in a diamond pattern to improve grip. The other half is perfectly smooth. A small gold disc is set into the smooth end like a cap.
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin black ray to streak from the tip toward a creature you can see within 60 feet of you. Make a ranged attack roll against the creature using your spell attack bonus. On a hit, the wand deals 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for one hour on any ability check or saving throw that uses Strength or Constitution.
The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Rod of Lightning rod, very rare (requires attunement by a spellcaster)
This rod is a 2-foot long twisted glass rod. The glass appears to be naturally formed, the result of lightning striking sand. There is no obvious place to hold it. Strands of some gossamer blue substance are streaked through the inside of the glass.
You have resistance to lightning damage while you hold this rod.
The rod has 10 charges. While holding it, you can use an action to cast one of the following spells from it, using your spell save DC: chain lightning (6 charges), lightning bolt (5th-level version, 5 charges), protection from energy (lightning type only, 3 charges), or witch bolt (1 charge).
The rod regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the rod shatters into shards of glass and is destroyed.
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