Ravenna’s Oddities Game Master Notes

RETURN TO RAVENNA’S ODDITIES

This is information for the Game Master Only

RETURN TO RAVENNA’S ODDITIES

If pressed, Drusila will admit that the store is named after her sister, Raven Drukas because she admires Raven’s voice and grace.

Ravenna’s Oddities used to be called Tamila’s Dry Goods. Tamila bought the store and was one of the original settlers of Harvest Home, together with Barnabus and Zoe (Zoe has long left Harvest Home). Drusila doesn’t know much about the history of the store but can direct the party to Barnabus if they are truly interested. Also Lena Moonbow, Fal’grid, and especially Rieta the Bailey have discovered a great deal about the history of the town and will talk about their adventures.

One of the items from the list below is available for purchase when the party arrives in Harvest Home (roll d20 to determine which item). All prices must be negotiated, but Drusila will not take less than 500 gold for any item. Once an item appears in the shop it remains until purchased. Once an item has been purchased, a new item will appear in the next 2-12 days as Drusila will reinvest in the business as soon as she can. Drusila does not know what many of the items do, exactly, so experimentation may be required.

  1. Mysterious Compass: A compass that always points towards the nearest person who is thinking about the holder.
  2. Spyglass of Far Sight: A beautifully crafted spyglass that allows the user to see what is happening in a specific location within 1 mile. The spyglass cannot penetrate stone thicker than 5 feet or lead of any thickness.
  3. Lucky Coin: A silver coin that, when flipped, always lands the way the flipper wishes (heads or tails).
  4. Elixir of the mermaid. A potion that polymorphs the drinker into a merfolk for 24 hours.
  5. Whispering Dagger: This dagger bears a dark ruby in the pommel and feels off-balance to any experienced fighter. When it is picked up the bearer will hear disturbing whispers. By concentrating, the bearer can ask one question about a decision thy are trying to make. The dagger will answer a positive or negative by changing the tenor of the whispers. This similar to the Dungeons and Dragons 5th edition spell Augury and can be treated as such. This ability may be used once each hour, but only after sunset.
  6. Captain BloodFang’s Fang: A large tooth that has been carved to resemble a ship’s wheel. In 5th edition Dungeons and Dragons it grants advantage on all checks related to navigating a ship.
  7. Cape of Flashy Piracy: A flowing, multicolored cape that billows dramatically whenever the wearer stands still. It always smells of fresh sea air.
  8. Ring of Subtle Disguise: A ring that allows the wearer to change their appearance to that of a different race or gender, but not both at the same time. The effect takes 1 minute to complete but can be used as often as wanted.
  9. Deck of Illusory Cards: A deck of cards that, when shuffled and drawn, creates vivid illusions based on the drawn card’s suit and value. The deck may mimic effects of the Prestidigitation spell.
  10. Gambler’s Escape: A gold coin that can be flipped to teleport the flipper and all of her her gear away. Before flipping, the user calls heads or tails. If she calls the coin toss correctly, she is teleported safely to a desired location within 1 mile (the user must have personal knowledge of the location). If the flip fails, the user is teleported to a random unoccupied space within 1 mile.
  11. Box of the Soothing Dancer: This delicate music box has a beautiful ballerina and plays soothing music when opened. In 5th edition Dungeons and Dragons, this requires and actions but grants to anyone who can hear the music advantage on saving throws against mind-controlling effects as long as they can hear the music.
  12. Boots of Soft Leather: These ultra-soft boots grant the user exceptional comfort. The wearer is unaffected by difficult terrain, caltrops, or similar effects caused by harmful objects on the ground.
  13. Siren’s Shell: A user who succeeds on a successful performance check (Dungeons and Dragons 5th edition DC 10) may trigger an effect that causes the conch to be heard up to a distance of 1 mile across land or 10 miles across sea. Anyone on salt water must succeed a saving throw vs spells (Dungeons and Dragons 5th edition DC 13 Charisma saving throw) or move towards the conch by the fastest possible means. The effect ends if the user stops playing the conch.
  14. Cloak of Soft Landing: This leaf-shaped green cloak wraps itself around the user and gently brings him or her safely to the ground, prone, anytime he or she leaves her feet (falling, jumping, etc.)
  15. Healer’s Torc: This amulet reveals the presence of any and ALL injured or distressed creatures of ANY size within 30 feet of the wearer. This (to the creator’s dismay) includes all insects and tiny animals experiencing fear of any kind. When in the presences of many creatures, the revealed information is overwhelming to the wearer causing them to be unable to concentrate. Continued exposure may cause them to become exhausted.
  16. Nog’s Grog: A bottle that continuously refills with a mixture of rum and water, never running dry.
  17. Bandana of the Highwayman: A bandana that grants the wearer an exceptional ability to lie. Dungeons and Dragons 5th edition: advantage on all Charisma (Deception) checks.
  18. Foghorn: A small goat’s horn that, when blown, conjures a dense fog that obscures vision within a 60-foot radius. The fog may be dispersed by wind or other natural forces.
  19. Shiny star: A small shuriken that emits a glowing when thrown. This glow creates bright light along its path, equivalent to daylight. The glow dims slowly, changing from bright light to dim light after one round and then after another round going from dim light to the faintest glow before disappearing one round later. The shuriken returns to the thrower after being thrown unless it is restrained by magic.
  20. Seaweed of speaking: When chewed, this dried seaweed allows the user to communicate telepathically with any aquatic creatures. The seaweed can be chewed for up to 6 hours. The seaweed may be removed from the mouth and allowed to dry again, thus the 6 hours need not be continuous.

RETURN TO RAVENNA’S ODDITIES