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

Cuirassier Mimic

Hand-crafted by an aberrant soul, the first mimic of this breed was given to the creature's loyal bodyguard to provide both protection... and a second bodyguard as it were. The monstrosity performed exceptionally well, especially when heroes slew the fellow wearing it and the mimic kept the bottom fighting. Thus the cuirassier mimic was passed to the next right-hand-mook, and so on as its bearers passed. This lead to a legend of an immortal servant when in truth, it was just the armor all along. Eventually, its creator was killed, the mimic 'looted', and its spore spread across the realm. Cuirassier Mimic Mimic Medium Monstrosity (shapechanger), neutral Armor Class 18 (natural armor) Hit Points 75 (10d8 + 30) Speed 15 ft Str 19 Dex 10 Con 16 Int 5 Wis 13 Cha 8 Skills Stealth +4 Damage Immunities acid Condition Immunities prone Senses darkvision 60 ft, passive Percepti

Entry Mimic

This particular strain of mimics was carefully cultivated into being by a drow matron sick of uninvited guests - both of the adventurer and political rival variety. Resistant to pesky bypassing magic and capable of alerting a building's occupants (and other mimics) of interlopers, entry mimics became all the rage... well, until they started eating honored guests and the occasional house pet. The matron quickly lost favor and stepped through one door never to return... as it were. Entry Mimic Medium monstrosity (shapechanger), neutral Armor Class 14 (natural armor) Hit Points 58 (9d8 + 18) Speed 15 ft Str 20 Dex 13 Con 15 Int 5 Wis 14 Cha 8 Saving Throws Str+7 Skills Stealth +5 Damage Immunities acid Condition Immunities prone Senses darkvision 60 ft, passive Perception 12 Languages understands All but cannot speak Challenge 3 (700 XP) Shape

Soot Foot

Prior to Death claiming the Kingdom, the zombie dubbed Soot Foot was just another of the faceless masses. While he was a chimney sweep of notable skill, no one noted the ash-smeared lad. Surely, he could have made some money it a sideshow with his double-jointed talents but he preferred the quiet life. He perished in the middle of a job, his already pliant joints tearing into compound fractures as he scrambled to find the flesh of the living. The toxins soaked into his rotting skin give him a unique virality that leaves fiery undead in his weak and he never leaves the cinder of his chimney lairs far behind. -Records of the Charnel House Soot Foot Medium undead (zombie), chaotic evil Armor Class 8 Hit Points 45 (6d8 + 18) Speed 20ft Climb 20ft Str 16 Dex 6 Con 16 Int 3 Wis 8 Cha 5 Skills Stealth +2 Damage Resistances fire Condition Immunities exhaustion, poisoned