Skip to main content

Bryne Regional Effects and Magic Items




For use with the Bryne

Bryne Regional Effects.


When the bryne are on the move and invading their coastal neighbors, their very presence twists and intensifies the local weather. One or more of the three effects below effect the landscape up to a 10 mile radius from the main body of the bryne raiding party. Once the giants are slain or driven off, the effects fade within one hour. However, if a cromlech is left behind, a lesser version may linger for months or even years until it is removed.


1. Unnatural storms lash the region. Cold rain falls from star-smothering clouds. The wind whips the water to a stinging velocity, breaks branches, damages fences and roofs. Outdoor travel is not impossible, but difficult and uncomfortable. Without the aid of a ranger, a traveler covers about half the regular distance per day before they risk exhaustion. Ranged weapons have their distance halved before penalties apply. Exposed flames are quickly doused and local fauna goes to ground.


2. Navigational tools and survival tactics go awry due to standing stones the giants carry. Reality itself is not warped, per say, but it becomes harder for those skilled in such things to read the muddled signs properly. Survival checks in the area suffer Disadvantage, and travelers have double the chance to become lost. Bird flocks travel in strange, swarmed directions as their senses are thrown off as well. Livestock in general is unsettled and prone to lashing out in fear.


3. Unnatural salty fog covers the area and spawns tormented souls within. Outdoor travel is hampered. Without the aid of a ranger, a travel covers about three-fourths of regular distance per day before they risk exhaustion. Seeing more than 60ft proves impossible. The salty content in the air leads to chapped lips, skin irritation and stinging in exposed wounds. If that wasn't bad enough, the recently dead covered by the fog often rise as roaming skeletons and zombies. Such undead creatures suffer not from the fog's obscurement.

Bryne Magic Items.

The Basalt Eye.

Rare Wonderous Item. Requires Attunement. Form: A sphere of rough basalt slightly larger than a human fist. An eye is carved into one side of it.


The Basalt Eye has 6 charges. By brandishing the eye as an action, the wielder can expend 1 charge and restore 13 (3d8) hit points to an undead creature they can see within 30ft. The stone regains 1d4 charges at each sunset. If all charges are expended, the eye crumbles to dust on a roll of 1 on 1d20. In addition, the wielder can cast the Toll the Dead spell with a caster level equal to half of their character level. This spells uses Wisdom as its spellcasting stat.


Osth's Skull.

Very Rare Wonderous Item. Requires Attunement. Form: A petrified skull that resembles that of a bull with a slimy, blue gem embedded in the forehead.


Once every 36 hours, the owner of this item can summon an Auroch (vgm 207) of petrified bone that responds to their verbal commands as an action. This creature counts as undead instead of a beast and has damage resistance against bludgeoning, piercing, and slashing from non-magical attacks. Once summoned, the auroch rolls its own initiative and remains for 1 hour or until the skull's owner is killed, whichever comes first.


Every time the skull's owner kills a humanoid while possessing Osth's Skull, the recharge time of the magical item is reduced by 1 hour.


Salt of Man

Common Magic Item. One use.

Form: A bag of ground-down bones from a humanoid adult of any gender, approximal 2 ounces worth.


The bag's contents can be consumed as an action. For the next 10 minutes, a creature that does so gains resistance to necrotic and poison damage. They also have Advantage on saving throws against disease and being poisoned. However, during the same period whenever the creature is targeted by a spell that recovers hit points, they only heal half as much.

Comments

Popular posts from this blog

Netting Mimic

This particular mimic species has a rather unique origin. As polyps the first batch was caught in a giant spider's web soon after being spawned. Rather than being devoured by the arachnid, they turned into sticky strands amid the webwork. Not long after that, a group of adventurers slew said spider and moved on. The mimics had something to subsist on and kept their disguise to keep more bugs. When the spider's eggs hatched, instead of eating the young, the mimics were amused by the creatures and they protected them until they were large enough until to ride off to better climes. Eventually, these mimics took the shape of netting of all sorts: ship rigging, cargo nets, and so on as they were less conspicuous than spider webs. They still remain friends with things eight-legged. Netting Mimic Medium Monstrosity (shapechanger), neutral Armor Class 13 (natural armor) 52 (8d8 + 16) Speed 15 ft Climb ...

Gears

Gears can't remember if he was a dwarven hero or a condemned criminal. Either way, he is more cogwork than flesh now and driven to mete out justice with his metal fists. He was first deployed during an intense goblin invasion of a dwarven stronghold. Initially he served as something between a shocktroop and a living weapon, but this cigar chopping 'cyborg' inspired the dwarven defenders fighting along side of him to the point that he became a mascot, then a leader. More times than one could count, he should have gone down under a barrage of attacks only to plow forward losing more flesh and blood later replaced with mithril and steel. Eventually, Gears lost every last dwarf he fought along side and just kept killing goblins whenever he could until the fortress housed him alone. Now he wanders the world, making things right the best he can one punch at a time. Gears Medium construct (dwarf), chaotic good Armor Class 12 (natural armor) ...

Piecemeal

Eveyrone should be free to live as they want and die as terribly as they can. This is the creed that the strange collection of bodyparts known as Piecemeal holds. Originally, it was a trio of kobolds who attempted a 'ritual' of their own design meant to grant immortality. Instead, it tore the three creatures into pieces that forgot how to die. The mass went quite mad and seeks to free other body parts from the 'bondage' of well, being part of a body. Travelling as three kobolds in a trenchcoat, Piecemeal wages a brutal war against 'slave owners' (IE anything with a body) and adds new parts to its collectiona as needed to keep the revolution going. Over time little of the kobolds remain, but it still rambles about in a trenchcoat spouting its made philosophy. Piecemeal Medium swarm of tiny undead creatures, chaotic neutral Armor Class 11 136 (16d8 + 64) Speed 30 ft Climb 20 ft ...