Adventure Items

Embassy of Evil

A 4 Hour Convention Created Content for Tier 2 Released on September 11, 2018

That which must remain lost has been discovered.

As magic rains down upon Mulmaster and the city falls to ruin, deep within the inner sanctum of the Thayvian Embassy, Szass Tam’s agents work tirelessly to decipher the Lost Journal of Karsus. Can the heroes stop Szass Tam before he learns the secrets of history’s most notorious Wizard?

A part of the Red War series.

Available on Dungeon Masters Guild.

Items

  • Thayvian Mantle of Spell Resistance
  • 1 x Potion of Greater Healing
  • 1 x Spell Scroll of Animate Dead

Spellbooks

MuLen’s Travelling Spellbook

  1. 1st level: burning hands, mage armor, magic missile

  2. 2nd level: scorching ray, mirror image, shatter

  3. 3rd level: counterspell, fireball, lightning bolt

  4. 4th level: greater invisibility, ice storm

  5. 5th level: Bigby’s hand, enervation

  6. 6th level: chain lightning, globe of invulnerability

Spellbook of Thessyl’k

  1. 1st level: cause fear, charm person, detect magic, mage armor

  2. 2nd level: hold person, misty step, suggestion

  3. 3rd level: counterspell, dispel magic, fireball

  4. 4th level: greater invisibility, sickening radiance, stoneskin

  5. 5th level: cone of cold, dominate person, wall of force

  6. 6th level: true seeing

  7. 7th level: finger of death

  8. 8th level: illusory dragon

  9. 9th level: foresight

Story Awards

Favor of the Harpers

You have earned the personal debt of a High Harper. The next time you visit Phlan, Malkyn invites you to a banquet in your honor at his estate. In addition, Malkyn gifts you with a letter of introduction, marking you as an honored ally of the Harpers, which may aid you in future interactions with the Harper Faction.

Prisoner of Thay

Captured by the enemy, you were subjected to horrific magical experiments that left you branded with arcane runes, and small throbbing shards of crystal embedded in your flesh.

If you are hiding, these crystals alert NPC Red Wizards within 10 feet of your location to detect you automatically (as if they had succeeded on their Perception checks).

You can spend 10 downtime days to have the pulsating crystal shards removed. Removing the crystals in this way removes the ability for Red Wizards to detect your presence, but leaves you with small superficial scars that cannot be healed, or disguised even by disguise self or similar spells.

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