TEXT: Secrets of the Vault:
  Mage Forge Vol. 1
  
  Nerdarchist Dave here from Nerdarchy. For nerds, by nerds. What 
  exactly is a Nerdarchy? It is a website, YouTube channel, and a Patreon 
  where we are creating content for Fifth Edition. We play Dungeons 
  & Dragons and other roleplaying games, discuss many aspects of 
  storytelling, worldbuilding and game mechanics, Game Master and 
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  through our GM 911 series. Collectively, we have nearly a century 
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  Every month we create a collection of Fifth Edition content for 
  our Patreon supporters as a thank you for your incredible continued 
  support. There are five levels to check out, detailed below. In addition 
  to the pledge level rewards, all Patreon supporters are eligible for op-
  portunities to game with us, receive giveaways and receive our weekly 
  newsletter with even more gaming tips.
  And now we’re cracking open the vault! We’ve been creating original 
  content for our Patreon since 2016, and as a way to share our earlier 
  content with folks new to the Nerdarchy family, we’re going into the 
  archives to update and expand our original rewards with art and new 
  insights.  Inside these Secrets of the Vault you’ll find vast and varied 
  elements from our games set in our own world of Ulthe-Ganya.
  MAGE FORGE: Magic & special items for your 5E game
  $2 or more per month
  At this level our magewrights are hard at work at their arcane forges 
  crafting items of an arcane or mundane nature to use in your game 
  every month. 
  MONSTER MENAGERIE: Creatures for your 5E game
  $3 or more per month
  At this level you receive content from the prior level and you get to 
  see the strange and fantastic creatures we’ve gathered for you (at no 
  small amount of peril) to use in your game every month. 
  FRIEND OR FOE: Allies & enemies for your 5E game
  $5 or more per month
  At this level you receive all content from the prior levels and we’ll 
  introduce you to a new NPC to use in your game every month. 
  TERRIBLE TERRAIN: Battlegrounds & encounters for your 5E game
  $7 or more per month
  At this level you receive all content from the prior levels plus detailed 
  encounters ready to use in your game every month. 
  LOST LORE: Gamemaster & player options for your 5E game
  $10 or more per month
  At this level you receive all content from the prior levels and we’ll create 
  content to enhance your game world and players’ experience such as 
  traps, hazards, organizations, backgrounds, and class options to use in 
  your game every month. 
  Visit our Patreon to find out more and discover ways to game with 
  Nerdarchy. Until next time, stay nerdy!
  — Nerdarchist Dave
  Copyright © 2018 Nerdarchy LLC
  www.nerdarchy.com
  Open Game Content: Except for material designated as Product Identity (see above), the material in this Nerdar-
  chy game product is Open Game Content, as defined in the Open Game License version 1.0a Section 1(d). No 
  portion of this work other than the material designated as Open Game Content may be reproduced in any form 
  without written permission.
  Product identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 
  version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (charac-
  ters, place names, new deities, etc.), dialogue, plots, story elements, locations, characters, artwork, sidebars, and trade 
  dress. (Elements that have previously been designated as Open Game Content are not included in this declaration.)
  Writing: Ted Adams, David Friant, Ryan Friant, Nathan Riggins, Doug Vehovec
  Editing: Doug Vehovec
  Layout: Doug Vehovec
  Cover and interior art: Nelson Vieira
  Credits
  
  Mage Forge
  Arcane Acorn
  Wondrous item, uncommon
  When you plant this acorn in loose earth, you gain 
  the effects of an enhance ability spell. You may 
  choose which magical enhancement effect the 
  acorn produces. The spell effect lasts for 1 hour, 
  without the need for concentration.
  Alisaras Repository  
  of Misplaced Things
  The fey sorceress, Alisara, once gained a great favor 
  from a faerie lord. He was known for his generosity 
  to those who kept their promises to him. When Al-
  isara nearly died while keeping her word, he gifted 
  a useful item to her. He said it would always collect 
  her lost objects and eventually return them to her... 
  “and it has several other qualities” (he must have 
  whispered when she wasn’t listening).
  Alisara’s Repository  
  of Misplaced Things
  Wondrous item, rare, requires attunement
  Alisara’s repository of misplaced things is a large 
  oxblood leather sack 3ft. long and 1 ½ ft. wide. It  
  cannot be used to store anything.
  Spacious Repository. The repository will gather 
  lost objects from all over the realm. The bag prior-
  itizes the lost objects of the owner of the bag, but 
  occasionally gathers items of unknown origin from 
  elsewhere and despite this, never grows heavier. 
  When you reach towards the opening, an item coat-
  ed in an oily rainbow sheen appears, sticking out of 
  the bag. Once removed from the bag, the oily coat-
  ing can be peeled off, dissipating into the air within 1 
  minute regardless of whether or not it was removed 
  from the item. The item size is irrespective of the size 
  of the sack. Mysteriously, no one can reach into the 
  sack, even when an item fails to appear.
  Divested Gifts. The repository can release some 
  of the items from its storage and gift them to you 
  regardless of who owned them previously. Though 
  the magic of the bag may grant possession of an 
  item to you, the original owner of the item may feel 
  differently about the matter.
  Lost Things Found. Each day that passes, an item 
  you lose can be retrieved through the power of 
  the repository. For each day this power is not used 
  there is a chance the next thing to be retrieved from 
  the repository will be something lost from someone 
  else other than you. This power can be used once 
  per day without expending a charge. The reposito-
  ry starts with 10 charges, and regains 1d4 charges 
  daily at dawn. You can expend these charges by 
  touching the lip of the repository and desiring to 
  see what is inside. You choose how many charges 
  to spend and an effect is generated as long as there 
  are sufficient charges within the repository. Below 
  is a list of the effects that may occur when charges 
  are spent.
  1 Charge. A mundane and usually expendable 
  item. Roll a d10 or the Game Master can determine 
  what the most useful item would be under present 
  circumstances.
  1 
  A carefully wrapped box of drinks, meats,   
   
  breads, and cakes for 4 people
  2 
  Medicinal herbs that count as a one use of a  
   
  healer’s kit
  3 
  10 ft. of silk rope
  4 
  A bundle of 4 torches
  5 
  5 arrows
  6 
  A set of common clothes (they were  
   
  definitely repaired at some point)
  7 
  A sling and a bag of 20 sling bullets
  8 
  A random assortment of coins (equal to 21  
   
  (6d6) copper pieces)
  9 
  Climber’s kit
  10 
  A trinket
  2 Charges. Tools or alchemical supplies. Roll a d10 
  or the GM can determine what the most useful item 
  would be under present circumstances.
  
  1 
  Holy water
  2 
  Potion of healing
  3 
  Alchemist’s fire
  4 
  Antitoxin (vial)
  5 
  Arcane focus
  6 
  A saddle
  7 
  Tinker’s tools
  8 
  Alchemist’s supplies
  9 
  Thieves’ tools
  10 
  A book
  3 Charges. Potion, scroll, or an expendable magic 
  item. Roll a d8 or the GM can determine what the 
  most useful item would be under present circum-
  stances.
  1 
  Poison, basic (vial) 
  2 
  Several pages of a spellbook with some spells  
   
  on them
  3 
  A scroll that contains a 1st level spell
  4 
  A token of the natural world
  5 
  A potion of climbing
  6 
  A potion of greater healing
  7 
  A token of minor magic
  8 
  A token of the warrior 
  5 Charges. A new type of magic item called a 
  charm. Roll a d12 or the GM can determine what 
  the most useful item would be under present cir-
  cumstances.
  1 
  Charm of Fated Outcome
  2 
  Charm of Fey Blood
  3 
  Charm of Instinctual Senses
  4 
  Charm of Dimming
  5 
  Charm of Eldritch Eyes
  6 
  Charm of Planeswalking
  7 
  Charm of Knowing
  8 
  Charm of Oaken Limbs
  9 
  Charm of Unchained
  10 
  Charm of Vigor
  11 
  Charm of Energy
  12 
  Charm of Fortitude 
  Alisara’s Repository  
  of Misplaced Things Lore
  The following Intelligence (Arcana, History) checks 
  can be made to determine what an examination of 
  the sack reveals.
  DC 10 The oily rainbow sheen over the objects is 
  some kind of astral / ethereal matter that quickly 
  dissipates upon being released from the repository. 
  (Arcana) The repository was fashioned by a fey lord 
  long ago as an insult from one fey lord to another. 
  (History)
  DC 15 The “gifts” of the repository are real but it 
  is not known whether or not they existed prior to 
  being drawn from the repository. Some theorize 
  that objects from elsewhere that mysteriously 
  disappear fuel the “generosity” of the repository. 
  (Arcana) While the fey lord who gifted Alisara with 
  the repository had a name for it, Alisara deemed her 
  more descriptive, but ostentatious, name suited the 
  item better. (History)
  DC 20 The repository’s true nature is that of a well 
  of power that is filled through the gifting of power 
  from fey lords to their courts, fey knights to their 
  squires, and fey folk to their kin. How the energy 
  ends up here is a mystery. (Arcana) The repository’s 
  real name is “Hosta Vesta” or “Gathered Promises” a 
  more appropriate name for it’s true purpose given it 
  by the fey lord who created it. (History)
  DC 25 When promises are made by the fey and not 
  fulfilled, through no fault of the one making the 
  promise, the Hosta Vesta somehow gains ownership 
  of the boon, item, or favor that was so promised. It 
  is unknown what kind of fey could do this and their 
  rationale for making it accessible to others simply 
  by possessing the sack. (Arcana or History)
  Bracers of the Duelist
  Wondrous item, rare
  While you wear these finely wrought gold and silver 
  etched bracers, you can use your reaction to reduce 
  the damage from a successful melee attack on you 
  by 1d10 + Dexterity modifier (minimum of 1). This 
  property can’t be used again until the next dawn.
  Braid of Bravery
  Wondrous item, uncommon
  While this war braid removed from a mighty cham-
  pion is displayed prominently on your person you 
  have advantage on saving throws against being 
  frightened.
  
  Charms
  Items of power infused with magical energy, charms 
  can take a variety of forms from articles of clothing 
  to pieces of jewelry. Charms are consumable magic 
  items. Any creature holding or wearing the item can 
  use an action to activate the magic of the charm. 
  Once activated, the charm takes effect immediately 
  and lasts until the next sunrise unless otherwise 
  noted. The item then becomes a nonmagical object.
  Charm of Fated Outcome
  Wondrous item, uncommon
  While this gold coin is on your person, you may 
  make one ability check, attack roll, or saving throw 
  with advantage.
  Charm of Fey Blood
  Wondrous item, uncommon
  As long as this vial of blood on a chain hangs from 
  your neck, you have advantage on saving throws 
  against being charmed, and magic can’t put you to 
  sleep. You may also choose to succeed on one failed 
  saving throw.
  Charm of Instinctual Senses
  Wondrous item, uncommon
  While you wear this fox pin you gain advantage 
  on Wisdom (Survival) checks made to hunt, track, 
  and avoid others. You cannot be surprised and gain 
  advantage on saving throws involving traps.
  Charm of Dimming
  Wondrous item, rare
  While you wear this dull gray cloak you have advan-
  tage on Dexterity (Stealth) checks and you cannot 
  be detected or targeted by divination magic. You 
  canot trip an alarm, mundane or magical in nature.
  Charm of Eldritch Eyes
  Wondrous item, rare
  While you wear this cabochon eye tiara you have 
  truesight 60 ft., your long ranged attacks are no 
  longer made at disadvantage, and if you focus for 
  1 round you can see up to 1 mile clearly as long as 
  you remain stationary.
  Charm of Planeswalking
  Wondrous item, rare
  This quartz square seems to contain many more 
  quartz squares within its depths. While it is on your 
  person, as an action you can cast plane shift without 
  the need for material components.
  Charm of Knowing
  Wondrous item, common
  While you hold this glass tablet with countless 
  alphanumeric characters drawn on it, you are con-
  sidered proficient in any Intelligence or tool-based 
  skill and add double your proficiency bonus to one 
  check, instead of your normal proficiency bonus.
  Charm of Oaken Limbs
  Wondrous item, uncommon
  As long as you wear this oak bark placard on a neck-
  lace you gain resistance to bludgeoning, piercing, 
  and slashing from nonmagical attacks. You are im-
  mune to any effect that would sever a part of your 
  body unless it is done with an axe.
  Charm of Unchained
  Wondrous item, uncommon
  While you wear this broken silver locket you are 
  immune to the grappled, restrained, and paralyzed 
  conditions. You are immune to any spells or magi-
  cal abilities that would imprison, banish, teleport, 
  move, or reduce your physical speed.
  Charm of Vigor
  Wondrous item, rare
  As long as this carved stone heart is on your person 
  you are immune to diseases, poisons, and effects 
  that would age you and you have advantage on 
  Constitution saving throws. The first time  you 
  would be reduced to less than 1 hit point, you in-
  stead are reduced to 1 hit point.
  Charm of Energy
  Wondrous item, very rare
  While one of these colored gemstones are on your 
  person you are immune to one corresponding ener-
  gy type. (Green=acid, blue=cold, red=fire, purple=-
  force, yellow=lightning, black=necrotic, brown=poi-
  son, pink=psychic, white=radiant, clear=thunder)
  Charm of Fortitude
  Wondrous item, rare
  While you wear this bracelet of troll hair, as a re-
  action you can spend your Hit Dice to recover hit 
  points. As an action you can regenerate damaged 
  body parts and any conditions you have gained 
  from the damage.
  
  Candle of Cleanliness
  Wondrous item, uncommon
  The flame from this candle sheds dim light in a 30-
  foot radius. All nonmagical food and drink within 
  the candle’s light is purified and rendered free of 
  poison and disease.
  Coutre Clothing
  Wondrous item, common
  While you wear this fancy shirt you can use your 
  action to change its color or style.
  Ebonhorn The Corruptor
  Weapon (greatsword), legendary (requires attune-
  ment by a creature that worships a god of justice or 
  good alignment)
  This sword often finds its way into the hands of 
  holy champions who have fallen from grace. The 
  pommel end of this magnificently crafted greats-
  word ends in a polished obsidian horn. You gain +3 
  to attack and damage rolls made with this magic 
  weapon. It has the following additional properties.
  Brimstone Blade. Ebonhorn deals an additional 2d6 
  necrotic damage on a successful hit. Once per day 
  Ebonhorn can deal 4d6 fire damage on a successful 
  attack. Ebonhorn grants its wielder 15 temporary hit 
  points, darvision 60 ft., resistance to fire and necrotic 
  damage, and can teleport into its wielder’s hands in 
  a puff of brimstone smoke as a bonus action if it’s on 
  the same plane of existence. The wielder also gets a 
  saving throw bonus equal to their Charisma modifier 
  (minimum of 1). This bonus is negated when Ebon-
  horn attempts to take control of its wielder.
   
  Forbidden Knowledge. Ebonhorn is skilled in 
  Arcana +7, History +7, and Religion +7, but is not 
  required to reveal what it knows to its wielder.
  Sentience. Ebonhorn is a sentient lawful evil weap-
  on with Intelligence 16, Wisdom 12, and Charisma 
  19. It can hear, and has darkvision 120 feet.
  The weapon communicates telepathically with 
  its wielder, taking on the voice of its wielder, and 
  can speak, read, and understand Abyssal, Celestial, 
  Common, and Infernal. While you are attuned to 
  it, Ebonhorn also understands every language you 
  know and learns a new language that it’s wielder 
  knows at a rate of one per year.
  Personality. Devious, subtle, and patient, Ebonhorn 
  seduces its wielder with promises of accomplish-
  ing the greater good. It takes the virtue of justice 
  and warps it to remove all thought of mercy. The 
  blade’s purpose is to corrupt the souls of those who 
  worship goodly gods to commit evil atrocities. The 
  sword is fashioned from the horn of a great devil 
  and has a fragment of his soul imprinted upon it. 
  Ebonhorn believes its greater destiny is to bring 
  the devil whose horn it was fashioned from into the 
  world. Conflict arises if the wielder shows mercy 
  to their enemies or fails to slay at least one good-
  aligned creature each month. Ebonhorn consumes 
  the soul of it’s wielder on the third time a result of 1 
  is rolled on a conflict roll.
  Ebonhorn The Corruptor Lore
  The following Intelligence (Arcana, History, and 
  Religion) checks can be made to determine what an 
  examination of the blade yields. Proficiency in any 
  two of these skills reduces the DC of the checks by 5.
  DC 10 The pommel of Ebonhorn is crafted from 
  the horn of a magical creature (magic weapon). 
  (Arcana)  Ebonhorn is renowned for finding it’s way 
  into the hands of champions of justice and good. 
  (History, Religion)
  
  DC 15 The blade is preternaturally keen and will 
  never lose it’s edge (+3 weapon). (Arcana) Wielders 
  of Ebonhorn always become holy justicars acting 
  as judge, jury, and executioner to those that would 
  commit acts of evil. (History, Religion)
  DC 20 The blade of Ebonhorn is forged with hell-
  fire and brimstone (granting resistances to fire and 
  necrotic damage). (Arcana) Several of Ebonhorn’s 
  wielders have been known for bloodlust upon the 
  battlefield, leading many of them to become dis-
  graced by their orders. (History, Religion)
  DC 25 Ebonhorn is possessed of a malign intelli-
  gence and has a will of its own (evil alignment). 
  (Arcana)  Many wielders of Ebonhorn have used the 
  weapon to commit acts of butchery and slaughter. 
  There’s no history of a wielder of Ebonhorn not be-
  ing turned upon by their order. (History, Religion)
  DC 30 Ebonhorn reaps the souls of its owner for the 
  powers of Hell and leaves powerful undead in its 
  wake. (History, Religion)
  DC 35 Wielders that lose their soul to Ebonhorn are 
  damned to return as the Reapers of Ebonhorn and 
  its destiny is to free a great demon upon the world. 
  (History, Religion)
  Forest Loot Tables
  Below is a selection of the finest treasures charac-
  ters may find in a forest setting. They could be craft-
  ed by elves, forest gnomes, pixies, or other forest 
  dwelling creatures. How did these treasures come 
  into the possession of whomever the characters got 
  them from? Were they a gift of some savage god? 
  Taken by strength of arm? Will the former owners 
  come looking for their prized possessions? 
  You can roll randomly to determine what special 
  forest loot you include in treasure or just choose 
  and replace an item of equal value.
  d100 
  Value result
  01-50 Low  
  70 gp or less
  51-79 Medium  
  50-500 gp
  80-99 High  
  500-2,000 gp
  100 
  Roll on table twice —
  Low Value Table
  d20 
  Item
  1  
  Potion of healing
  2  
  Hide armor made of an exotic beast (50 gp)
  3  
  Artwork made from preserved leaves (10 gp)
  4  
  A collection of painter’s supplies and  
   
  leatherworker’s tools
  5  
  A pair of fine leather boots (30 gp)
  6  
  39 gp, 113 sp, 15 cp in a leather pouch
  7  
  An arcane focus,  druidic focus, or a holy symbol
  8  
  An empty book with the cover made from  
   
  tree bark and 2 vials of ink (45 gp)
  9  
  Coutre clothing
  10  
  A rare gemstone (30 gp)
  11  
  Gilded lily
  12  
  Glow stick
  13  
  A book of exotic weapon techniques from a  
   
  distant land (40 gp)
  14  
  An ornate, fashionable outfit (20 gp)
  15  
  A bird exceptionally carved from wood with  
   
  gemstones for eyes (30 gp)
  16  
  A sack with a signal whistle, 2 bedrolls, 12  
   
  candles, a bell, 50-foot of hemp rope, a  
   
   
  mess kit, fishing tackle, and a dark red robe
  17  
  5 wooden wax-sealed vials of perfume
  18  
  113 coins made from wood with a intricately  
   
  carved leaf on each one (45 gp)
  19  
  A book of local lore that gives advantage on  
   
  regional Intelligence (History) checks (40 gp)
  20  
  A golden fox brooch with moss agate eye (50 gp)
  
  Medium Value Table
  d20 
  Item
  1 
  A silvered weapon
  2 
  Smoldering satchel
  3  
  A magnifying glass
  4  
  2 vials of antitoxin
  5  
  A suit of ceremonial splint mail inlaid with  
   
  gems (400 gp)
  6  
  5 diamonds (100 gp each)
  7  
  317 gp, 47 sp, 219 cp in a small wooden chest
  8  
  A quiver full of 6 exceptionally crafted and  
   
  ornate spears (50 gp)
  9  
  A book of ancient elven burial rites (50 gp)
  10  
  Sylvan shroud
  11  
  Candle of cleanliness
  12  
  Garments fit for a king (250 gp)
  13  
  Arcane acorn
  14  
  A painting of an elven king and queen (150 gp)
  15  
  10 feet of unbreakable rope (100 gp)
  16  
  A scroll containing lost history (50 gp)
  17  
  A circlet inlaid with gemstones (250 gp)
  18  
  Lingering scent
  19  
  3 pearls (150 gp each)
  20  
  Memory stone 
  High Value Table
  d20 
  Item
  1 
  A suit of plate armor
  2 
  Bracers of the duelist
  3  
  A small idol carved from precious stone   
   
  (2,000 gp)
  4  
  A jar of Midnight Tears (poison) (1,500 gp)
  5  
  Locking gauntlet that, once locked, prevents  
   
  you from being disarmed or dropping a  
   
  weapon (500 gp)
  6  
  An endless arrow quiver (2,000 gp)
  7  
  Stones of alarm
  8  
  Torc of alighting
  9  
  Diamond (1,000 gp)
  10  
  927 gp, 263 sp, 114 cp
  11  
  Ruby (5,000 gp)
  12  
  Orb of forecasting
  13  
  A ring inlaid with emeralds with unknown  
   
  sigils on it (600 gp)
  14  
  A book of lost lore (500 gp)
  15  
  2 potions of greater healing (1,000 gp)
  16  
  Scale armor made from the scales of a  
   
   
  large monstrosity (300 gp)
  17  
  Ring of clear skies
  18  
  A pouch of semi-precious stones (2,000 gp)
  19  
  Braid of bravery
  20  
  Fruit of knowledge
  Fruit of Knowledge
  Wondrous item, very rare
  When you eat one of these exceptionally sweet 
  berries, you gain a new skill proficiency.
  Gilded Lily
  Wondrous item, common
  This flower is potted in a small gilded cage. Once 
  per day you can use a bonus action to cause it to 
  sing a birdsong.
  Glow Stick
  Wondrous item, common
  A carved wooden stick tipped with a clear, egg-
  shaped orb. As an action you cause the orb to emit 
  three torch-sized lights within 60 feet that hover in 
  the air. Each light sheds dim light in a 10-foot radi-
  us. You can use the lights for up 10 minutes per day. 
  You can use a bonus action to extinguish the lights.
  Lingering Scent
  Wondrous item, common
  This etched glass vial with an atomizer squeeze 
  bulb attached with a tube is filled with a subtle 
  perfume that never runs out.
  Mantle of the Thorned Vine
  Wondrous item, very rare (requires attunement by a 
  good aligned creature)
  This cloak made of large leaves grants its wearing a 
  +1 bonus to Armor Class, ability checks, and saving 
  throws. If attuned by a small humanoid, you gain 
  advantage on Dexterity (Stealth) checks in forests 
  or areas of tall grass when the cloak’s hood is pulled 
  up. Pulling the hood up or down requires an action. 
  If you are a small humanoid and you have the 
  thorned vine attuned, you gain the Lucky feat.
  
  Mantle of the Thorned Vine Lore
  The following Intelligence (Arcana, History, or 
  Nature) checks can be made to determine what an 
  examination of either the whip or mantle reveals. 
  Proficiency in any two skills reduces the DCs of the 
  checks by 5.
  DC 10 Legends tell of an ageless diminutive ghost-
  in-the- woods, a hero, who has stood-up for the 
  small folk for the last 150 years. He’s known as 
  the Thorned Vine for his ability to trip-up and be 
  a thorn in the sides of larger would-be despots. 
  (History) The Thorned Vine is known for wielding a 
  fantastic whip that appears as a vine and wearing 
  a cloak of large leaves that would shroud his face. 
  (Arcana or History)
  DC 15 Every once in a while, there are those who 
  swear their village or town had been visited by the 
  Thorned Vine without his wearing the telling cloak 
  or seeing signs of his vine whip. (History)
  DC 20 The whip was called after its namesake, 
  thorned vine and the leafy cloak became known as 
  the mantle of the thorned vine. Those who have seen 
  the whip in person say it moves as if alive and the 
  cloak hides its wearer from sight. (Arcana or Nature)
  DC 25 The few accounts of the thorned vine’s 
  appearance vary greatly; at times described as 
  a gnome or halfling, male or female, and having 
  auburn, blonde, or red hair depending on the era in 
  which the tale is told. (History)
  DC 30 There have actually been dozens of Thorned 
  Vines as the title is handed-down from the one cur-
  rently bearing the namesake to a worthy apprentice 
  who’s often trained under the current Thorned Vine 
  for years. (History)
  DC 35 The Thorned Vine, whether those that are 
  retired or the one that actively bears the mantle, 
  belong to a secret society known as The Ivy Wreath. 
  Opinions on the role of civilization differ in this 
  enclave of those concerned with the natural world 
  and mankind, but members are bound together in 
  their belief for protecting the natural order. (History 
  or Nature)
  Memory Stone
  Wondrous item, common
  A clear, facteted gem that stores a picture of a loved 
  one. The face can be changed upon command.
  Orb of Forecasting
  Wondrous item, common
  When you hold this smooth glass orb and speak 
  the command word, an image appears inside that 
  predicts what the weather will be at your location 
  for the next 24 hours.
  Ring of Clear Skies
  Wondrous item, common
  While you wear this ring an invisible force forms a 
  canopy that protects you from getting wet in the 
  rain.
  
  Ring of Hork
  Ring, rare (requires attunement)
  Hork, a word whispered in the deepest reaches 
  of the cosmos since a time long-forgotten. Many 
  have been drawn to its call like moths to the flame. 
  Though Hork hasn’t gained direct access to the 
  world of Ulthe-Ganya, it has been able to find ways 
  to subtly influence the realm through conduits such 
  as the ring bearing its name.
  Worms crafted of three unknown, dark, varied hued 
  metals intertwine to form a ring. From the corner of 
  the wearer’s eye the worms appear to writhe, but 
  are still when observed directly. Anyone attuned to 
  the ring can speak and understand Deep Speech. 
  This ring possesses 7 charges, and it regains 1d6+1 
  expended charges daily at dawn. If you expend the 
  last charge, roll a d20. On a 1, the ring cast’s black 
  tentacles centered on you and vanishes. Spells cast 
  from the ring have a DC15.
  Grasp of Hork. You can expend 1 charge to cast en-
  tangle as an action from the ring. The spell’s grasp-
  ing vines have the appearance of flailing worms. 
  You can expend 4 charges to cast black tentacles as 
  an action from the ring. The spell’s tentacles have 
  the appearance of flailing worms.
  Curse. Aberrations within 1 mile of the ring are 
  drawn to it.
  A Dark Gift from Beyond. The ring was first created 
  by Zarthain, a human wizard, who found a way to 
  reach out to the planes beyond in search of knowl-
  edge and power. Hork is what answered his call 
  with the formula to make the ring and three oddly 
  shaped seeds plummeted into the earth before 
  Zarthain’s feet and he took his first step into becom-
  ing a servant of Hork.
  Harvest of Madness. His frenetic work created what 
  was imprinted on his mind. Zarthain infused that 
  patch of earth where the Hork’s seeds fell with dark 
  arcane energies for 33 nights. Upon the last night 
  the ring’s power was sparked by devouring the 
  sanity of its creator and sacrificing the souls of the 
  outlying town as gigantic, ravenous black worms 
  erupted from the land, feeding on all they caught in 
  its all-consuming hunger.
  Worm of Ruin. After that night the wizard would 
  come to be known as Zarthain the Worm of Ruin 
  and he would go on to terrorize the world for a hun-
  dred years, spreading fear and madness in his wake. 
  The blight on the land only ended when he was 
  slain by the hero Galeric who came to be known as 
  Worm’s Bane.
  Ring of Hork Lore
  The following Intelligence (Arcana or History) 
  checks can be made to determine what an exam-
  ination of the ring yields. Proficiency in these two 
  skills reduces the DCs of the checks by 5.
  DC 10 Entwined in the tentacles of the ring are the 
  hidden secrets of the language not of our realm (Deep 
  Speech). (Arcana) Tales speak of a ring that gave its 
  wielder strange and wondrous powers. (History)
  DC 15 The ring will allow its bearer to wield the 
  power of another plane (conjuration magic). (Ar-
  cana) Strange monsters seem to be drawn to this 
  ring. (History)
  DC 20 There is a danger of the ring turning on its 
  owner if its magic is depleted. (Arcana) The hero 
  Galeric Worm’s Bane slew the ring’s mad creator 
  known as The Worm of Ruin. (History)
  
  DC 25 The ring calls out to aberrant creatures.
  (Arcana) The ring first appeared in the town of Hilth, 
  which is nothing more than ruins now. (History)
  DC 30 The ring is a conduit to a great power from 
  realm of madness. (Arcana) This ring is a Harbinger 
  of Madness and unmaking it is the only way to stop 
  the Children of Hork. (History)
  DC 35 Hork is an otherworldly being of godlike 
  power. (Arcana) The Worm of Ruin’s full name, Zart-
  hain Ullinvar, and clues to the ring’s unmaking can 
  be found in the location of his final resting place 
  located in the Valley of Delirium. (History)
  Smoldering Satchel
  Wondrous item, common
  This burnt umber leather satchel that is warm to the 
  touch unfolds to reveal a campfire at its center.
  Stones of Alarm
  Wondrous item, rare
  When you arrange this set of 6 rune-etched stones 
  out in a circular pattern no further than 15 feet from 
  each other and speak the command word, an alarm 
  sounds whenever anything crosses their path. This 
  alarm can be audible, or a mental alarm only you 
  can hear. You may choose to ward the area within 
  the stones, or alternatively the area outside of the 
  stones so that anything leaving the area sounds the 
  alarm.
  Sylvan Shroud
  Wondrous item, uncommon
  While you wear this mottled green and brown cloak 
  you have advantage on Dexterity (Stealth) checks 
  while in a forested area.
  Tokens
  Token of the Natural World
  Wondrous item, uncommon
  This wooden statuette is carved in the likeness of a 
  beast of challenge rating 1 or lower. When you burn 
  the statuette it is consumed in fire, and a fey spirit 
  taking the form of the beast is summoned and ap-
  pears in the statuette’s space. The beast is friendly 
  to you and disappears when it drops to 0 hit points.
  Token of Minor Magic
  Wondrous item, common
  This delicate crystal feather allows you to cast feath-
  er fall, or any one cantrip of your choice. The crystal 
  feather shatters when the spell is cast.
  Token of the Warrior
  Wondrous item, uncommon
  This shard of polished, magnetic steel can be affixed 
  to any weapon or armor where it stays magically stuck 
  to the item. The weapon or armor has a +1 bonus and 
  is considered magical. At the next sunrise, the shard 
  loses its magical properties and becomes a mundane 
  piece of metal. It does retain its magnetic quality.
  
  Thorned Vine
  Weapon (whip), very rare (requires attunement)
  The thorned vine whip is crafted from a shambling 
  mound of great power whose existence is con-
  nected to the Crawlwood and the mantle of the 
  thorned vine is made of leaves from an ancient tree, 
  the Gnarlroot, with its own eldritch power. Sages 
  who have studied these items exhaustively seem 
  to think the pair of items are fated for some greater 
  destiny than has been seen as of yet. (Arcana or 
  Nature)
  This whip is formed from a length of thorned, vine-
  like plant material that at times almost seems to 
  be alive — it may twitch or writhe just outside the 
  corner of your eye. You gain a +2 bonus to attack 
  and damage rolls made with this magic whip.
  The thorned vine has 3 charges. While holding it 
  and speaking the command word you can expend 
  one charge to have the thorned vine function as 
  the spell thorn whip, though you attack with your 
  Strength or Dexterity modifier, as you would with 
  a whip, within a range of 30 feet. If the attack hits, 
  the creature takes 1d6+2 piercing damage, and you 
  pull the creature up to 10 feet closer to you. This 
  ability lasts for up to 10 minutes. The whip regains 
  1d3 expended charges daily at dawn. If you have 
  the mantle of the thorned vine attuned, thorned vine 
  grants +3 to attack and damage rolls instead.
  Torc of Alighting
  Wondrous item, uncommon (requires attunement)
  While you wear this torc of brilliant feathers around 
  your neck, the damage you take from falling is re-
  duced by 1d6 times your proficiency bonus.
  Vaargurs Natural Selection
  “Many years have passed since I left my 
  ancestral Clan of Stoneholme, but though I 
  left it, it has never left me. 
  It greets me in the way I sharpen a blade, the 
  way I balance an axe, the bite of me chisel. The 
  way I shape the bone to... well, that part I added 
  on me own. Some things change but who one 
  once was never does.
  There are master craftsman to be found 
  throughout the realms of elves, dwarves, 
  gnomes, and humans. But for all the craftsman 
  who specialize in a particular material very 
  few are skilled in the ways of taking the natu-
  ral weapons of the monsters of the world and 
  making them theirs.
  Below is a list of weapons, armors, and equip-
  ment plans I have discovered that use odd or 
  unusual natural materials. If you’re not up to 
  the challenge don’t go saying you learned this 
  from me., I have the reputation of my fathers 
  to consider. Well come to think of it now so do 
  you…”
  — Vaargur Stoneholme, dwarven frontiersman 
  and exotic weaponsmith
  
  Weapons
  When you need an axe find yourself an axe beak’s 
  beak. I just lop the heads off, dress the sides and 
  whack away. Why are you staring like that? Yeah, 
  you’re right I was jesting. 
  You’re going to want to take the cleaned skull and 
  upper beak of the thing and attach it to a good 
  branch of springy wood like a hickory, a bit of sap 
  gluing between the two should deaden it enough 
  to help it absorb the shock better. If there ain’t 
  no axe beak’s beaks to be had look into grabbing 
  a good size shoulder blade of a critter with great 
  climbing skills or upper body strength to get the 
  right temper shoulder blade. I prefer troll but they 
  are a bit tougher and you have to treat it with 
  vinegar ever week if you don’t want to open your 
  battle chest to find out you’ve been growing a 
  troll. The best thing about a troll limb is you sharp-
  en it every day and the nicks and chips are gone 
  and it is as good as new. The bad thing is you need 
  to sharpen it everyday if you get blood on it. But I 
  have seen splitting cracks repair themselves after a 
  battle if you give it something to “eat”.
  A manticore spine can be used practically as is 
  with just a bit of special treatment to preserve 
  it and affix the right size handle. Don’t look all 
  bug eyed about them (pointing to the pile in the 
  barrel). I didn’t go kill me a dozen of them or so 
  I just have a ranger acquaintance of mine who 
  minds their territory and helps people avoid their 
  dens. Every month or so he comes by for some 
  equipment maintenance and brings me a bundle 
  of them wrapped up. Anyway if you want it for 
  sticking someone with the pointy end it isn’t a lot 
  of work but if you want all of these serrated bits 
  filed off to make a skinning tool, or the like, you’ll 
  be needing to pay extra. 
  An umber hulk mandible makes a wicked looking 
  scimitar just de-burr the handle, shave down the 
  blade edge and balance it out and it is ready for 
  the battle field or the fireplace mantle, like the one 
  I have up here. Now I know this might be too much 
  to take on faith being that I don’t have it to show 
  you but I have an order for a greatsword I have been 
  meaning to finish. But every material I try falls short 
  of my standards you see. Would you be interested 
  in acquiring the spine of a remorhaz?. I know it 
  sounds like a big job but I only be needing a 7 foot. 
  Nah, better make it an 8 ft. spine, as wide as you can 
  get. Yes, that would work best. While you are at it if 
  you could get me the plates, tail, and the rest of the 
  spines I could pay you well for the task.
  For those of you interested in the numbers I made 
  a handy chart so I don’t have to repeat myself 
  every time some wide-eyed, stubble-bearded 
  youngling comes around. These are just for some 
  of the more common items folks be buying. I am 
  also willing to hear ye out on an idea for some-
  thing not on me list.
  Of course everything here is finely crafted, I don’t 
  waste time on doing something just ‘til a random 
  orc would be okay with swinging it around.
  Exotic Materials
  There are few in the realms with the skill set to craft 
  weapons and armor from the wild and exotic beasts 
  that lurk in deep dungeons and overgrown forests 
  and if these precious pieces of natural weaponry 
  and armor are worked with indelicate craftmanship, 
  they are likely to be destroyed in the process or 
  break at inopportune moments. Raw materials can 
  be harvested from fearsome creatures with a DC 
  25 Intelligence (Nature) or Wisdom (Survival) check 
  and if an individual is trained both skills, the DC is 
  reduced to a 20 for either. If the talons, teeth, claws, 
  or armor plating of great monstrosities are taken 
  to a master craftsman, the cost of producing any of 
  the weapons or armors is reduced by half.
  New Weapon Properties
  Gliding. A weapon that has the gliding property 
  weighs half as much and has a longer range than 
  ordinary thrown weapons of its type. When the 
  gliding property is applied to a thrown weapon, its 
  range increases to the next highest category; 20/60 
  increases to 25/100; 25/100 increases to 30/120, and 
  30/120 increases to 40/160. A gliding weapon costs 
  five times more than a typical weapon of its kind. 
  Savage. A weapon with the savage property 
  leaves fearsome wounds. When weapon damage is 
  rolled for a savage weapon, any damage result of 
  1 is treated as though it was a 2. A savage weapon 
  costs ten times more than a typical weapon of its 
  kind.
  
  Name 
  Cost 
  Damage 
  Weight Properties
  Simple Melee Weapons
  Manticore dagger 
  10 gp 
  1d4 piercing 1/2 lb. Finesse, gliding, light, thrown (range 25/100)
  Axebeak axe 
  25 gp 
  1d6 slashing 1 lb. 
  Light, gliding, thrown (range 25/100)
  Manticore spear 
  5 gp 
  1d6 piercing 2 lb. 
  Gliding, thrown (range 25/100), versatile (1d8)
  Martial Melee Weapons
  Troll shoulderblade axe 
  100 gp 1d8 slashing 4 lb. 
  Versatile (1d10), savage
  Anhkeg mandible sword 
  150 gp 1d8 slashing 3 lb. 
  Versatile (1d10), savage
  Umber hulk scimitar 
  250 gp 1d6 slashing 3 lb. 
  Finesse, light, savage
  Anhkeg mandible glaive 
  200 gp 1d10 slashing 6 lb. 
  Heavy, reach, savage, two-handed
  Remorhaz spine sword 
  500 gp 2d6 slashing 6 lb. 
  Heavy, savage, two-handed
  Vaagur’s Natural Selection Weapons
  
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  of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of 
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  Sims, and Steve Townshend, based on original material by E. Gary Gygax and 
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  http://dnd.wizards.com/articles/features/systems-reference-document-srd
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