View Source

My Friends,

I have sent you a selection of items from Vault 4 that I have deemed suitable as rewards or your valiant efforts. I have also set aside 5 Potions of Healing as thanks for your time.

I have detailed the effects of each item, and a few notes on their acquisition. You may each choose one item. Once you reply with your choice, I shall have them ready for collection on your next visit to Scholar's Study.

Should I ever have need of your services again, I would be happy to offer up the unchosen items as potential renumeration for said services.

Yours most thankfully,

Arcanist Leon van der Burg

Boots of the Wilderlands

Wondrous item, uncommon (requires attunement)

"I bought these from an old student of mine who spent many a year surveying the Northern Wilderlands. He told me that he won them in a game of chance against a mighty Orc warlord who holds dominion over large swathes of the Wilderlands. Maybe these could aid you if you find yourselves wandering into the Wilderlands again!"


These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:

  • You have resistance to cold damage.
  • You ignore difficult terrain created by ice or snow.
  • You can tolerate temperatures as low as -50 degrees Celsius without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -75 degrees Celsius.

Circlet of Blasting

Wondrous item, uncommon

This came to me very recently actually. A Dwarf of the Drayochta Klan created this to aid his kin in lighting their forges at the start of the day. Unfortunately, it didn't catch on. Apparently the style was too Elvish for the proud Dwarves.


While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell’s attacks, you do so with an attack bonus of +5. The circlet can’t be used this way again until the next dawn.

Cloak of Elvenkind

Wondrous item, uncommon (requires attunement)

"I was very pleased when I came across this item. A Barran Clansman passed by this way several years ago, claiming to have a relic of the Crimson Company. He claimed he had stolen this cloak from Zekyl'Rho himself, who in turn "stole" it form the Company. I can't be sure if this is that exact cloak, but it works as well as it should, and makes for a fascinating tale at any rate."


While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak’s color shifts to camouflage you. Pulling the hood up or down requires an action.

Deck of Illusions

Wondrous item, uncommon

"This peculiar item was actually left to me by one of my former students. He had a bad gambling problem. The problem being that he would always cheat. Some of his friends grabbed his cards, and spend a few days altering them to make cheating with them rather more noticeable. He eventually gave up the habit and left the remainders of this deck to me. You never know when it could come in handy."


This deck contains a set of 25 parchment cards.

The magic of the deck functions only if cards are drawn at random. You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 ft of you.

An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature (as presented in the Monster Manual), except that it can do no harm. While you are within 120 ft of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 ft of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent.

The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can’t be used again.

Card Illusion
Ace of Hearts Red Dragon
King of Hearts Knight and 4 Guards
Queen of Hearts Suvvubus or Incubus
Jack of Hearts Druid
10 of Hearts Cloud Giant
9 of Hearts Ettin
8 of Hearts Bugbear
2 of Hearts Goblin
Ace of Diamonds Beholder
King of Diamonds Archmage and Mage Apprentice
Queen of Diamonds Night Hag
Jack of Diamonds Assassin
10 of Diamonds Fire Giant
9 of Diamonds Ogre Mage
8 of Diamonds Gnoll
2 of Diamonds Kobold
Ace of Spades Lich
King of Spades Priest and 2 Acolytes
Queen of Spades Medusa
Jack of Spades Veteran
10 of Spades Frost Giant
9 of Spades Troll
8 of Spades Hobgoblin
2 of Spades Goblin
Ace of Clubs Iron Golem
King of Clubs Bandit Captain and 3 Bandits
Queen of Clubs Erinyes
Jack of Clubs Berserker
10 of Clubs Hill Giant
9 of Clubs Ogre
8 of Clubs Orc
2 of Clubs Kobold
Jokers (2) You

Headband of Intellect

Wondrous item, uncommon (requires attunement)

"This was actually one of my first magical items. It was a gift from a.... um... lady friend of mine, back in the day. I had been accepted into the College of Bourne, and this was to help me in my studies. When I returned to visit my beloved after the first semester, I found her in bed with a Dwarf and a Gnome, so this item has very little sentimental value to me now, and my intellect has surpassed its effects."


Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is already 19 or higher.

Mac-Fuirmidh Cittern

Wondrous item, uncommon (requires attunement by a bard)

"When the Harmonium in Starfall was destroyed, many fine instruments were lost to us. This is one of the few that made it out. Its owner, an older Barran Clansman from Voki-Point, died of incredible alcohol poisoning a number of years ago. That's what humans get for trying to out-drink a Half-Orc I suppose. His property was confiscated by the Northwatch to pay for damages, and this wound up in my collection."


An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic Damage.

You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.

When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus.

All instruments of the bards can be used to cast fly, invisibility, levitate, and protection from evil and good.

In addition, the Mac-Fuirmidh Cittern cna be used to cast barskin, cure wounds, and fog cloud

Necklace of Adaptation

Wondrous item, uncommon (requires attunement)

"A student of mine found this in the burial chamber of an ancient Lord of the North. As the story goes, this particular Lord rode a Green dragon everywhere he went. Allegedly, this necklace was forged by the dragon for the Lord as a sign of friendship. I shudder to think what kind of person earned the friendship of a Chromatic Dragon."


While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).

Pearl of Power

Wondrous item, uncommon (requires attunement by a spellcaster)

"Ah, another relic of my youth. I must confess that I actually borrowed this from old professor Yelric back in the day, and may have forgotten to return it. It wouldn't surprise me if that had something to do with my being sent all the way up here. Either way, he can't really reclaim it now, so hopefully it can get some good mileage!"


You can use an action to speak this pearl’s command word and regain one expended spell. If the expended spell slot is 3rd level or higher, the new slot is 3rd level. Once you have used the pearl, it can’t be used again until the next dawn.

Periapt of Wound Closure

Wondrous item, uncommon (requires attunement)

"Many a student's life has been saved with this charming pendant. It was blessed by an Arch Priestess of Sarenrae nearly two centuries ago, and had been worn by many nobles into battle. It then spent some time being used by con men who claimed to be invulnerable. It into my hands when an angry Dwarf proved one of the con men wrong."


While you wear this pendant, you stabilize whenever you are dying at the start of your turn. in addition, whenever you roll a Hit Die to regain hit points, double the number of hit point it restores.

Quiver of Llewellyn

Wondrous item, uncommon

"Here we have another artifact from past heroes. As the name would suggest, this is the quiver used by the ranger Llewellyn, who gave his life at the battle of hope. He was always a mysterious man, and little was known of him. I did , however, have the fortune to meet him once, and he told me this quiver came from the Feywild itself!"


Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears. You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.