TEXT: WRAITH WRIGHT’S 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  A compilation of appendices for book 1 of 
  Eight Petals Argent, a SOLITAIRES adventure set 
  
   
  3 
  COMPILED APPENDICES (1) 
  APPENDIX (AND CHECKLISTS) ................................................................................ 5 
  Lore Checklist ............................................................................................ 5 
  Renown Tallies .......................................................................................... 5 
  Event Code Checklist ................................................................................. 6 
  101-Red Shields.......................................................................................... 7 
  102-The Guild ............................................................................................ 7 
  104-Silversmiths and Gilders .................................................................... 10 
  105-Pristine Hat ....................................................................................... 10 
  106-Ace (Sidekick) ................................................................................... 11 
  107-Latchboy (Sidekick) ........................................................................... 12 
  108-Nonap (Sidekick) ............................................................................... 13 
  109-Bell (Sidekick) ................................................................................... 14 
  110-First Page .......................................................................................... 15 
  111-Invention Diary .................................................................................. 16 
  112-Filtered Facemask .............................................................................. 16 
  113-Second Page ...................................................................................... 17 
  114-Ace’s Instructions .............................................................................. 18 
  115-Mark of the Scaled Roots ................................................................... 18 
  116-Third Page ......................................................................................... 19 
  117-Animal Whistle .................................................................................. 20 
  118-Star Metal Dagger .............................................................................. 20 
  119-Arcane Pattern .................................................................................. 20 
  120-Book of Languid and Loathsome Lore ................................................ 20 
  121-Fourth Page ....................................................................................... 21 
  122-Sparker ............................................................................................. 22 
  123-Decoy Purse ...................................................................................... 22 
  124-Charm of Kinship .............................................................................. 22 
  125-Serpent Skull Ring ............................................................................. 23 
  126-Deepwinter Seal ............................................................................... 23 
  127-Potion of Minor Healing .................................................................... 23 
  128-Magic Bullets .................................................................................... 23 
  129-Enduring Spellbook (or Pages) ........................................................... 24 
  130-Careful Map ...................................................................................... 24 
   
   
   
   
   
  
   
   
   
   
  
   
  5 
  COMPILED APPENDICES (1) 
  OU CAN USE THE FIRST TWO PAGES OF THIS APPENDIX AS MODEL CHECKLISTS, 
  making sure you haven’t missed anything in the adventure. (The 
  first checkbox of the Lore Checklist indicates you encountered the 
  lore; the second box means you can access it.) 
  The appendix pages that follow include the various lore entries referred 
  to in other parts of the adventure. 
   
  For any entry you encounter but cannot access initially, you can later unlock 
  it using the “research” downtime activity, described in the Epilogue. 
    101-Red Shields 
    102-The Guild 
    103-Slipstone Gang 
    104-Silversmiths and Gilders 
    105-Pristine Hat 
    106-Ace 
    107-Latchboy 
    108-Nonap 
    109-Bell 
    110-First Page 
    111-Invention Diary 
    112-Filtered Facemask 
    113-Second Page 
    114-Ace’s Instructions 
    115-Mark of the Scaled Roots 
    116-Third Page 
    117-Animal Whistle 
    118-Star Metal Dagger 
    119-Arcane Pattern 
    120-Book of Languid and 
  Loathsome Lore 
    121-Fourth Page 
    122-Sparker 
    123-Decoy Purse 
    124-Charm of Kinship 
    125-Serpent Skull Ring 
    126-Deepwinter Seal 
    127-Potion of Minor 
  Healing 
    128-Magic Bullets 
    129-Enduring Spellbook 
    130-Careful Map 
   
  Use this section to model your renown tallies with various factions. 
  These renown totals carry forward to future adventures. 
   
  ______ = Waterdeep Watch 
  ______ = The Guild 
  ______ = Slipstone Gang 
  ______ = Crimson Perytons 
   
  
   
  6 
  EIGHT PETALS ARGENT 
  Cross off codes when you are past their parenthetically noted chapters. 
   
  CHAPTER 1 
   20 gp Debt to Latchboy (Epilogue) 
   5 gp Debt to Latchboy (Epilogue) 
   20 gp Debt to Bell (Epilogue) 
   5 gp Debt to Bell (Epilogue) 
   Alert Level Low (Ch. 1) 
   Alert Level Medium (Ch. 1) 
   Alert Level High (Ch. 2) 
   Grave Tender Disguise = _____ (Ch. 1) 
   Gray Water (Ch. 1) 
   Bell Burned (Ch. 1) 
   Bell Poisoned (Ch. 1) 
   Undercliff Alarm (Ch. 1) 
   Watch Member Killed (Epilogue) 
  CHAPTER 2 
   Dark Botany (Ch. 2) 
   Deepest Winter (Ch. 2) 
   Easy Squeeze (Ch. 2) 
   Lost in Darkness (Ch. 2) When out 
  of light sources, go to PART 2-127. 
   Rest in Peace (Ch. 2) 
   Saccharine Screech (Ch. 2) 
   Silent Night (Ch. 2) 
   Something’s in the Air = _____ (Ch. 2) 
  After 90 minutes, replace with: 
        All Clear Now (Ch. 2) 
   Square Egg (Ch. 2) 
   Swords to Plowshares (Ch. 2) 
   Venomous Nap (Ch. 2) 
   Wandering Scales (Ch. 2) 
   White Stone (Ch. 2) 
  CHAPTER 3 
   A Favor to the Guild 
   New Disguise = _____ (Ch. 3) 
   Fillet Lane Fight (Ch. 3) 
   Probationary Status (Ch. 3) 
   Restricted Arm Movement (Ch. 3) 
   Sail with the Tide  (Ch. 3) 
  When filled, go to PART 4-095. 
   Turned Ankle (Ch. 3) 
  CHAPTER 4 
   Ace Died 
   Friends of Gond 
   Entry Door Unlocked (Ch. 4) 
   Latchboy Died 
   Long, Thin Vault (Ch. 4) 
   Nonap Died 
   Bell Died 
   Read Invention Diary (Ch. 4) 
  EPILOGUE 
   Reported to the Guild 
   Reported to the Watch 
   The Gifts of Gond 
   
  
   
  7 
  COMPILED APPENDICES (1) 
  The Red Shields are an organization of 
  merchants and mercenaries based in 
  Scornubel. Also called the Caravan City, the 
  Red Shields’ headquarters is well-positioned 
  to exploit trade, sitting east of Baldur’s Gate 
  along the River Chionthar, and southeast of 
  Waterdeep along the Trade Way. Trade also 
  passes through Scornubel from eastern Amn 
  and the Dragon Coast. In addition to 
  accompanying caravans from Scornubel in 
  every direction, the Red Shields many 
  trained warriors serve as auxiliaries for 
  Scornubel’s standing army. 
  Waterdeep is the northern extreme for 
  the Red Shields’ caravan routes; the fact that their mercenaries are working 
  for the Seekers in this location implies that the Seekers came to Waterdeep 
  from the south, either through Baldur’s Gate or even faraway Amn. 
  The Red Shields are known for their frequent conflicts with yuan-ti, a foe 
  they will go out of their way to oppose whenever detected. 
  This secretive criminal organization is based in Waterdeep, with influence 
  reaching up and down the Sword Coast. They are known for having a hand in 
  criminality of every kind, particularly the slave trade, but also drugs, 
  extortion, blackmail, gambling, and smuggling. 
  The Guild calls its leader “the Xanathar,” a title of unknown origin. Its 
  agents, usually ruthless and powerful, have various sight-related titles like 
  “gazer,” “spectator,” and “examiner.” Despite having a centralized structure, 
  the organization uses layers of agents and mouthpieces to keep the 
  authorities from tracking their activities, and they run much of their criminal 
  trade through subsidiaries and subservient criminal organizations. 
   
   
  
   
  8 
  EIGHT PETALS ARGENT 
  The members of this small alley gang grew up hard on the streets of 
  Waterdeep. Their activities are mostly non-criminal, although some of their 
  jobs have crossed that line in the past. Most of their income derives from 
  legitimate protection operations and manual labor. 
  The leader of the Slipstone Gang, Rufio was born with 
  celestial ancestry. He feels called to a higher purpose and 
  spends time studying in the Monastery of the Sun. Rufio is 
  an inspiring leader, keeping the gang away from trouble 
  and operating within his personal code of honor. 
  This clever halfling has a head for complex calculations 
  and obscure lore. She’s the gang’s go-to member for 
  appraisal, bargaining, and long-term strategizing. It is Too 
  Small’s tiny financial investments that have kept the gang 
  operating (and eating) during some of the lean years. 
  Nonap joined the gang a few years ago, after meeting Ace 
  while wandering in the City of the Dead. Rufio makes sure 
  this agender high elf has enough access to sources of lore 
  to satisfy their magical curiosity, and Nonap makes sure 
  the gang has all the arcane support it needs. 
  Ace is a healer and herbalist. She loves growing plants and 
  she tends a secret garden of herbs and fungi in the House 
  of the Homeless, inside the City of the Dead. Ace crafts the 
  gang’s healing salves and looks after their general health, 
  bandaging wounds and selecting healthy food. 
  
   
  9 
  COMPILED APPENDICES (1) 
  Latchboy left his old gang after some adventurers in 
  Trollskull Alley killed most of its members. He is deeply 
  loyal to Rufio, who he sees as an exceptional leader. 
  Latchboy has all the skills of thievery, but he would prefer 
  to be an actor and longs to join an entertainer’s troupe. 
  Bell ran away from home at a young age, hoping to find 
  adventure. She never speaks, instead relying upon 
  expressive hand gestures and written notes. Although an 
  able fighter, her gnomish size makes Bell an unlikely 
  candidate for her role as the gang’s enforcer. 
  This raptor is Rufio’s angelic familiar. More potent than a 
  normal aasimar’s guide, Asker keeps a weather eye out for 
  danger in the Trades Ward. Invisible except to the 
  members of the Slipstone Gang, it follows and watches 
  over each member of the gang from time to time. 
  Pockets is a large, loyal hound. She knows all manner of 
  useful tricks, like wearing a harness of pouches full of 
  tools and supplies. The gang raised Pockets from a pup 
  and she is a fierce defender of its members. She has fought 
  alongside them reliably in several past scuffles. 
  Thuds name comes from her showy, high steps, something 
  she learned during her time in the circus. She never 
  resorts to the “pedestrian” gait of other horses. The 
  Slipstone Gang uses Thuds for odd jobs around the Trades 
  Ward, usually for pulling the gang’s wobbly-wheeled 
  delivery wagon. 
  
   
  10 
  EIGHT PETALS ARGENT 
  House Deepwinter controlled this ancient guild during the Guildwars of 
  1256, when a consortium of guilds overthrew the Lords of Waterdeep and 
  ruled the city for over a decade.  
  The Guild of Silversmiths and Gilders was well known, not just for the 
  creation of jewelry and similar works, but for their ability to enchant these 
  objects with useful magic. The guild was particularly renowned for its gem-
  encrusted devices that provided magical protection and security. 
  Few know the tale of how House Deepwinter took control of the guild, of 
  its primarch exploiting the guild’s trusted reputation by seeding 
  vulnerabilities in its magical works of art. Alarms, locks, and other security 
  enchantments made thereafter would not deter anyone with pure 
  Deepwinter blood—this includes you, because of the blood-infused mark you 
  now bear on your arm. Long after the Deepwinters disappeared from the 
  city, the guild’s enchantment patterns remained altered, infecting its 
  products with vulnerabilities imagined centuries ago. 
  Wondrous item, common (minor) 
  While wearing this blue felt 
  cap, you can understand the 
  literal meaning of any words 
  you hear in Lantanna. 
  Lantanna is the official 
  language of Lantan; it is also 
  spoken in parts of the 
  Nelanther Isles and Tethyr. 
  You likewise understand 
  writing in Lantanna. (Lantanna is written in Draconic script.) You must be 
  touching the surface on which the words appear, and it takes about 1 minute 
  of reading per page of text. This reading is literal; it doesn’t decode secret 
  messages or translate idioms. 
  Note that the ability to understand Gnomish allows you to understand its 
  Lantanna dialect, but not vice versa. 
  This hat has no appreciable weight separate from your clothing. If you 
  really want to sell it, the hat will fetch a price of 12 gp. 
  
   
  11 
  COMPILED APPENDICES (1) 
  Medium humanoid (human); AC 13 (studded leather); HP 
  13 (2d8 + 4); Speed 30; STR 15 (+2), DEX 13 (+1), CON 14 
  (+2), INT 11 (+0), WIS 16 (+3), CHA 11 (+0); Proficiency light 
  armor, simple weapons, rapier, shortsword; cook’s utensils, 
  herbalism kit; Languages Common, Druidic; Skills Animal 
  Handling +5, Medicine +5, Nature +2, Perception +5, 
  Survival +5; Saving Throws Con +4 
   Quarterstaff (Action) 
  Melee Weapon Attack: +4 to hit, reach 5 ft., one target 
  Hit: 1d8 + 2 bludgeoning damage 
   Dagger, Melee or Thrown (Action) 
  Melee (or Ranged) Weapon Attack: +4 to hit, reach 5 ft. (or range 20/60 ft.), 
  one target 
  Hit: 1d4 + 2 piercing damage 
   Sling (Action) 
  Ranged Weapon Attack: +3 to hit, reach 5 ft., one target 
  Hit: 1d4 + 1 bludgeoning damage 
   Heal (Action) 
  Ace can use a healer’s kit on a creature within 5 feet of her, restoring hit 
  points equal to 1d4 + Ace’s level. An affected creature can’t regain hit 
  points from this trait again until it finishes a short or long rest. 
  ACE’S EQUIPMENT (WEIGHT) 
  Studded leather (13), dagger (1) quarterstaff (4), sling (0), backpack (5), 5 rations 
  (10), 20 sling bullets (1), tinderbox (1), 3 torches (1 each), waterskin (5), 50-foot 
  hempen rope (10), cook’s utensils (8), healer’s kit with 10 uses (3). 
  Ace can carry another 160 lb. of gear. 
   
  
   
  12 
  EIGHT PETALS ARGENT 
  Medium humanoid (human); AC 15 (studded leather); HP 
  11 (2d8 + 2); Speed 30; STR 14 (+2), DEX 16 (+3), CON 12 
  (+1), INT 11 (+0), WIS 11 (+0), CHA 13 (+1); Proficiency 
  light armor, simple weapons, rapier, shortsword; lute, 
  thieves’ tools; Languages Common, Thieves’ Cant; Skills 
  Acrobatics +5, Athletics +4, Investigation +2, Sleight of 
  Hand +5, Stealth +5; Saving Throws Dex +5 
  Side Cut. Latchboy has advantage on attack rolls against a creature if you are 
  within 5 feet of the creature and you aren’t incapacitated. 
   Shortsword (Action) 
  Melee Weapon Attack: +5 to hit, reach 5 ft., one target 
  Hit: 1d6 + 3 piercing damage 
   Dagger, Melee or Thrown (Action) 
  Melee (or Ranged) Weapon Attack: +5 to hit, reach 5 ft. (or range 20/60 ft.), 
  one target 
  Hit: 1d4 + 3 piercing damage 
  LATCHBOY’S EQUIPMENT (WEIGHT) 
  Studded leather (13), 4 daggers (4), shortsword (2), antitoxin (0), backpack (5), 5 
  rations (10), crowbar (5), tinder box (1), 3 torches (1 each), waterskin (5), 100-
  foot hempen rope (20), lute (2), thieves’ tools (1) 
  Latchboy can carry another 139 lb. of gear. 
   
  
   
  13 
  COMPILED APPENDICES (1) 
  Medium humanoid (elf); AC 13 or 16 (mage armor); HP 11 
  (2d8 + 2); Speed 30; STR 10 (+0), DEX 16 (+3), CON 12 (+1), 
  INT 16 (+3), WIS 13 (+1), CHA 11 (+0); Proficiency dagger, 
  dart, longbow, longsword, shortbow, shortsword, sling, 
  quarterstaff, light crossbow; Languages Common, Draconic, 
  Elvish; Skills Arcana +5, History +5, Investigation +5, 
  Perception +3; Saving Throws Wis +3 
  Fey Ancestry. Nonap has advantage on saving throws 
  against being charmed, and magic cannot put them to sleep. 
  Trance. Nonap doesn’t sleep. Instead, they meditate for 4 hours, after which 
  they finish a long rest. 
  Spellcasting. Nonap’s spellcasting ability is Intelligence (spell save DC 13, +5 to 
  hit with spell attacks). They have 2 first-level spell slots. 
  Nonap can cast (at will) the firebolt, light, and mending cantrips. 
  Spellbook. Nonap has mage armor and sleep in their spellbook. After each long 
  rest, choose one to be readied; the other is unavailable. During this adventure, 
  Nonap has already selected the mage armor spell to ready for the day. 
  Rituals. Nonap can cast comprehend languages and identify as ritual spells if 
  they have their spellbook and the correct material components. 
   Shortsword (Action) 
  Melee Weapon Attack: +5 to hit, reach 5 ft., one target 
  Hit: 1d6 + 3 piercing damage 
  NONAP’S EQUIPMENT (WEIGHT) 
  Shortsword (2), backpack (5), 5 rations (10), spellbook (3), 50-foot hempen rope 
  (10), wand (1), waterskin (5) 
  Nonap can carry another 114 lbs. of gear. 
   
  
   
  14 
  EIGHT PETALS ARGENT 
  Small humanoid (gnome); AC 16 (ring mail, shield); HP 15 
  (2d8 + 6); Speed 25; STR 14 (+2), DEX 10 (+0), CON 16 (+3), 
  INT 14 (+2), WIS 13 (+1), CHA 10 (+0); Proficiency light 
  armor, medium armor, heavy armor, shields; simple 
  weapons, martial weapons; Languages Common, Gnomish, 
  Thieves’ Cant; Skills Athletics +4, Arcana +4, History +4, 
  Stealth +0 (disadvantage); Senses darkvision 60 ft.; Saving 
  Throws Con +5 
  Artificer’s Lore. When Bell makes an Intelligence (Arcana or History) check 
  related to a magic item, alchemical object, or technological device, double her 
  proficiency bonus (currently +2). 
  Tinkerer. Bell can spend 1 hour and 10 gp of materials to construct a tiny 
  clockwork device (AC 5, 1 hp) using tinker’s tools. The device only functions for 
  24 hours unless Bell spends 1 hour repairing it each day to keep it functioning. 
  Bell can also dismantle the device to reclaim the materials. Bell can have three 
  such devices at one time. 
   Warhammer (Action) 
  Melee Weapon Attack: +4 to hit, reach 5 ft., one target 
  Hit: 1d8 + 2 bludgeoning damage 
   Javelin, Melee or Thrown (Action) 
  Melee (or Ranged) Weapon Attack: +4 to hit, reach 5 ft. (or range 30/60 ft.), 
  one target 
  Hit: 1d6 + 2 piercing damage 
   Protection (Reaction) 
  With a shield, Bell imposes disadvantage on the attack roll of (or against) a 
  creature she can see within 5 feet of her whose target isn’t Bell. She must 
  use this reaction before the attack is rolled. 
  BELL’S EQUIPMENT (WEIGHT) 
  Ring mail (40), shield (6), warhammer (2), javelin (2), backpack (5), 5 rations 
  (10), healer’s kit (3) holy water (1), waterskin (5), 100-foot hempen rope (20) 
  Bell can carry another 116 lb. of gear. 
  
   
  15 
  COMPILED APPENDICES (1) 
   
  
   
  16 
  EIGHT PETALS ARGENT 
  The text parts of this diary are in 
  Common. However, most of the 
  journal’s pages are just diagrams, 
  most of which illustrate machines 
  of dubious potential. 
  The marked page is a 
  description of the author’s visit to 
  one of the islands of Lantan. It 
  talks about a portal beneath the 
  Lantanese Embassy that connects 
  to Anchoril and to other locations important to the Lantanese nation. The 
  journal’s owner described many details about the appearance and 
  configurable parts of the portal frame and recorded the activation password. 
  The password is whof, the Gnomish word for “enjoy.”  
  Having read the invention diary, add the following event code: 
   EVENT: “Read Invention Diary” (Ch. 4) 
  This mask wraps around the entire face, 
  filtering toxic particles from the environment. 
  It covers your eyes, nose, and mouth, the 
  common routes by which such infectives 
  might attack the body. While wearing this 
  device, you have advantage on Constitution 
  saving throws to resist airborne poisons, 
  diseases, and magic effects like dust of 
  sneezing and choking. 
  Because of the mask’s restrictive nature, you also have disadvantage on 
  Charisma (Persuasion) and Wisdom (Perception) checks while wearing it. 
  (Remember that your passive score is reduced by 5 points when you would 
  suffer disadvantage on related checks.) 
  Donning or doffing the mask takes one minute. (Adjust your interval if 
  you’re tracking time in segments of minutes or rounds when you do it.) 
  This item weighs 1 lb. and you can sell it for 5 gp. 
  
   
  17 
  COMPILED APPENDICES (1) 
  
   
  18 
  EIGHT PETALS ARGENT 
   
   
  This circular sigil is of two serpents, twisted around one another in opposite 
  directions, each biting its own tail. Inside the circle of their bodies is a star. 
  This symbol is a reference to an elder power associated with utter 
  destruction and eventual renewal. The two serpents represent the same 
  being, one that destroys and one that gives a dream of rebirth in the wake of 
  that destruction. 
  The common name for this elder power is Dendar. Yuan-ti, various 
  cultists, and friends of serpents worship her. The symbol is common to those 
  who dream of a time when Dendar will remake all of reality in a shadowy 
  image of its current form. 
  
   
  19 
  COMPILED APPENDICES (1) 
  
   
  20 
  EIGHT PETALS ARGENT 
  This whistle produces a sound so high pitched that only creatures with the 
  Keen Hearing and Smell trait, the Keen Hearing trait, or the Keen Senses trait 
  (related to hearing) can hear it. Those who can hear the whistle can hear it 
  from up to 600 feet away. 
  The whistle has no appreciable weight. You can sell it for 1 gp. 
  Simple melee weapon (1 lb.) 
  This large dagger has a heavy blade, curved slightly toward its 
  cutting edge. The design is suited for chopping but it also has a 
  sharp tip. The black and gray swirls of the blade identify it as 
  adamantine, a metal highly effective for breaking objects. 
  Whenever this weapon hits an object, the hit is a critical hit. 
  Additionally, this dagger counts as adamantine for the purpose of 
  creatures with resistance or immunity to damage from non-
  adamantine weapons. 
  This unique sequence of sigils serves as an easily targetable destination for 
  such spells as plane shift, teleport, and teleportation circle. Creating a 
  permanent circle of this sort requires the daily casting of a high-level spell 
  for a year, with total material components just under 2,000 gp. You can find 
  no clue as to why such a circle is in the ancient catacombs beneath the House 
  of the Homeless, or whether it is still in use. 
  This heavy tome, written in Common, contains a wealth of information about 
  various religious topics, particularly evil deities. 
  If you have time to spend a minute consulting the book immediately 
  before making an Intelligence (Religion) check, you may roll with advantage. 
  The book does not apply its benefit if the DC for the check is higher than 15; 
  such checks imply that their topics are too rare or esoteric to appear in a 
  reference book of this size. 
  This heavy book weighs 5 lbs. You can sell it for 20 gp. 
  
   
  21 
  COMPILED APPENDICES (1) 
  
   
  22 
  EIGHT PETALS ARGENT 
  You can activate this device with a reaction, causing it to throw a tiny stream 
  of sparks. This functions as a lightweight tinderbox. 
  The sparker has no appreciable weight. You can sell it for 5 gp. 
  This decoy container looks like a pouch 
  stuffed with coins. The outline of the coins 
  is clearly visible beneath the purse’s tight-
  stretched leather. Really, the contents are 
  a single piece of worthless metal shaped 
  to resemble a mass of coins and stuffed 
  into a sewn-closed pouch. If worn as an 
  obvious target for thieves, and if you are 
  ever the victim of a successful pickpocketing attempt, you lose this item 
  instead of your real purse. 
  The decoy purse weighs 1 lb. You can sell this clever item for 2 gp. 
  Minor supernatural gift 
  The blood of House Deepwinter has infused your body. Centuries of 
  exposure to the clan’s undead primarch have distilled this magical fluid into 
  a potent charm. 
  While you bear this charm, you know the light cantrip, which you can 
  cast without providing spell components. You also qualify as having 
  Deepwinter blood for the purpose of magic that detects or reacts to 
  members of that lineage. 
  When you take necrotic damage, it weakens the mystical blood infusing 
  your body. The charm of kinship disappears after you take a total of 100 
  points of necrotic damage, tallied from the moment you receive the charm. 
  You cannot otherwise remove a charm by anything short of divine 
  intervention or a wish spell. 
  
   
  23 
  COMPILED APPENDICES (1) 
  Ring, common (minor) (requires attunement) 
  This narrow bronze band appears in the shape of 
  serpents clasping a polished, skull-shaped stone. 
  Tiny runes etched in the bottom of the skull say, 
  “Guild of Silversmiths and Gilders” in Common. 
  While wearing this ring, reduce by 2 points any 
  poison damage you take. 
  You can sell this magic ring for 15 gp. 
  Ring, common (minor) 
  This official seal belonged to the clan primarch at the 
  time of House Deepwinter’s demise. The ring is 
  ornate, decorated with laughing faces. The symbol on 
  the flat signet is a snowcapped mountain with a large, 
  stylized snowflake above and to the left of the 
  mountain peak. 
  The signet ring has the beacon minor property; 
  the wearer can use a bonus action to make the ring shed bright light in a 10-
  foot radius and dim light for an additional 10 feet, or to extinguish the light. 
  Potion (common) (minor) 
  This thin, rust-colored liquid feels gritty to drink. The potion heals 1 hit 
  point when consumed, plus an additional 1 hit point at the start of the 
  imbiber’s turn for the next 1d4 rounds. 
  The potion (in its vial) weighs 0.5 lbs. You can sell it for 10 gp. 
  Weapon, uncommon (minor) 
  You have a +1 bonus to attack and damage rolls made with these sling 
  bullets. Once a bullet hits a target, the ammunition is no longer magical. 
  
   
  24 
  EIGHT PETALS ARGENT 
  Wondrous item, common (minor)  
  This entry applies to the enduring 
  spellbook and to the individual 
  pages torn from it. The spellbook, 
  its pages, and anything written 
  on its pages, are immune to 
  damage from fire or immersion in 
  water, and these items do not 
  deteriorate with age. 
  A wizard can scribe a single spell on a loose (blank) page, just like the 
  page of a whole spellbook. Alternately, you can use the pages to make 
  durable notes that aren’t subject to decay. 
  The leather-bound spellbook has 28 blank pages in it when found, plus 2 
  filled pages containing the spells charm person and sleep. You can reinsert 
  torn out pages, but only blank pages can hold new spells. 
  The enduring spellbook weighs 3 lbs., while the individual vellum pages 
  have no appreciable weight. You can sell the spellbook for 30 gp, but the 
  pages alone have no independent value. 
   
   
   
   
   
  
   
  25 
  COMPILED APPENDICES (1) 
  ABOUT THE AUTHOR 
  Randall Right is an author, editor, typographer, layout stylist, and game 
  designer with freelance writing credits for White Wolf Game Studios and By 
  Night Studios. He is the creator of the mithral-bestselling Comprehensive 
  Equipment Manual and other products, available on the Dungeon Masters 
  Guild under his imprint, Wraith Wright Productions. Randall has a decade of 
  computer game testing experience and he remains a Washington-licensed 
  attorney. These careers, and his decades of running tabletop and LARP 
  roleplaying games, inform Randall’s meticulous and imaginative approach to 
  game design. 
   
  • 
  You can contact the author via Twitter @RandallRight. 
  • 
  Randall has several other products on the Dungeon Masters Guild. 
  • 
  Anyone interested in writing single-player interactive adventures can 
  join our discussion forum on Facebook. 
   
   
   
   
  Illustrators, by License: CC3, with alterations (Jeff Preston and game-
  icons.net), The Forge Studios (Maciej Zagorski, Pawel Dobosz), Image 
  Portfolio (Storn Cook), Publisher’s Choice Quality Stock Art / Fat Goblin 
  Games (Rick Hershey), Individual Licenses (Daniel Comerci, Dean 
  Spencer, Earl Geier, Jack Holliday, Seth A Graham) 
  Additional Graphic Designers: Cole Twogood, Randall Right 
  Version: 1.1 
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon 
  ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are 
  trademarks of Wizards of the Coast in the USA and other countries. 
  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used 
  with permission under the Community Content Agreement for Dungeon Masters Guild. 
  The Wraith Wright anvil and other related branding are trademarks of Wraith Wright Productions. All other 
  original material in this work is copyright Wraith Wright Productions 2020 and published under the 
  Community Content Agreement for Dungeon Masters Guild. 
  Some artwork © 2014 Earl Geier, used with permission. All rights reserved. Follow these hyperlinks to read 
  Creative Commons (CC) licenses: 0/1, 2, 3, 4
   
  
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