Oligarth's Emporium - Jug of the Thankful Fish
This week, Oligarth has gotten his hands on the previously released Jug of the Thankful Fish.
Check out our Jug of the Thankful Fish post for the exact mechanics.

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Oligarth's Emporium - Jug of the Thankful Fish
This week, Oligarth has gotten his hands on the previously released Jug of the Thankful Fish.
Check out our Jug of the Thankful Fish post for the exact mechanics.
Mercurite Stone
Wondrous item, very rare
Only the most experienced of spellcasters are able to cast the intricate runic magic inscribed on this small deep red sulphide mineral. Often found alone in chests filled with soft cushions or hay, the magic traps the volatile toxic compounds held within.
As an action, you can strike or throw the stone at a target to cause the runic magic to unravel, and the deadly mercury inside to explode. Upon impact, all creatures within a 10-foot radius must make a DC 18 Dexterity saving throw. On a failed save, a creature takes 2d6 Poison damage and 2d6 Force damage, and is paralyzed for 30 seconds. At the end of each of its turns, a paralyzed creature can make a DC 14 Constitution saving throw, ending the effect on a success. On a successful save, a creature takes half as much damage and is not paralyzed. Constructs and undead cannot be paralyzed by this effect.
Once this item has been used, the stone’s properties become inert and may not be used in the same way again.
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“Incredible!” Zirtara said as she inspected the Mercurite Stone, pulling her stool closer in towards her desk.
“The composition of this stone, the makeup, the power…”
Zirtara carefully made an incision into the stone. At its core, a silver liquid rested, much like the seeds of an apple. As she poured the silver liquid into an iron beaker, Zirtara observed the liquid as it moved around the beaker, studying its surroundings, climbing its walls. Quickly, Zirtara placed a lid on the beaker and sighed in relief.
“Oh there’s more to this stone than meets the eye. Perhaps this can be fashioned into something.” Zirtara pondered.
- Zirtara ponders the possible crafting opportunities of Mercurite
A rare and volatile element, Mercurite will deliver and explosive punch to any battle. Deal multiple types of damage and possibly paralyze your enemies by simply tossing it in their direction. Hope you have some pressure-less balm handy when excavating.
Check out the full release tomorrow for the exact mechanics.
Come download different high quality versions on our Patreon for just £1!
https://www.patreon.com/stardustfantasy
Midweek Map Time!
Mine Escape
Part 1 of the 'All Mine' package has arrived!
This week's map features an old mine that may still yet have treasures to uncover. A recent shifting of earth revealed a passage through the mountain but the real question is, why was this place abandoned when there is clearly loot to be found?
The Mine Escape comes in lined and unlined formats.
Come download different high quality versions on our Patreon for just £1!
https://www.patreon.com/stardustfantasy
Oligarth's Emporium - Dreamcatcher Bow
This week, Oligarth has gotten his hands on the previously released Dreamcatcher Bow.
Check out our Dreamcatcher Bow post for the exact mechanics.
Pressure-less Balm
Wondrous item, uncommon
This alchemical concoction takes the form of a translucent liquid that can be applied to any surface. When applied to any explosive device, magical item or trap that reacts to pressure, it is rendered inert for 1 minute. Multiple applications do not stack.
For example, if this balm is applied to a pressure-plate, dynamite, or a magical bomb, they do not activate as a result of pressure as they might normally do.
The full jar of Pressure-less Balm runs out after 10 uses.
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Zirtara rushed down the narrow paths of the mountain and reached Daldren Broadstead, the leader of their company, staring at the gaping hole left from the explosion of the Mercurite Stone.
“Mercurite! I can’t believe it! I mean I just can’t believe it!”
“Stay your excitement Zirtara, we’re lucky the mountain hasn’t collapsed in on us!” Daldren said.
Zirtara nodded, swallowed her excitement, and reached into her satchel and pulled out a brush and pot of liquid.
Daldren sighed and said, “If only we had one of Napali’s pocketed motes of antimagic…”
“Pfff,” Zirtara said, “This’ll do just fine.” Zirtara moved to the wall, spotting a red glow coming from certain areas of rock. Dipping her brush into the translucent liquid, Zirtara brushed over the rock, and after a minute, the red glow weakened. Zirtara picked away the rest of the rock and grabbed the Mercurite Stone with her bare hands.
“See!” she said grinning, “Now, time for me to go to work.”
- Zirtara applying some pressure-less balm to stop unstable mercurite reactions
Traps and explosives are a thing you no longer need to worry about when you have a pot of this stuff lying around. The pressure-less balm will render any action used on it moot once applied to a surface. Perfect for a trap infested dungeon.
Check out the full release tomorrow for the exact mechanics.
Come download different high quality versions on our Patreon for just £1!
https://www.patreon.com/stardustfantasy
Midweek Map Time!
Trapped Vault
Part 1 of the ' Pressure Trap' package has arrived!
This week's map features a trapped old vault that is said to contain exquisite loot. Many adventurers have sought their fortune but the lethal traps were too much for them. Can you solve the riddle of the vault and seize your fortune?
The Trapped Vault comes in lined and unlined formats.
Come download different high quality versions on our Patreon for just £1!
https://www.patreon.com/stardustfantasy
Oligarth's Emporium - Turtle Shell Amulet
This week, Oligarth has gotten his hands on the previously released Turtle Shell Amulet.
Check out our Turtle Shell Amulet post for the exact mechanics.
Whip of Paralyzing Mercury
Weapon (whip), very rare (requires attunement)
This whip infuses and harnesses the power of mercury to poison and paralyze enemies. It has 3 charges and regains 1d4-1 charges at dawn.
Paralyzing Mercury. If a creature is hit by this whip, by expending 2 charges, the deadly mercury infused within this weapon sticks to the target and is absorbed by them. That creature must make a DC 15 Constitution saving throw. On a failed save, the creature takes 1d4 poison damage and is paralyzed until the end of your next turn. On a successful save, a creature takes half as much damage and isn’t paralyzed. This ability does not affect constructs or undead.
Malleable Mercury. The malleability of the magical mercury allows its user to bend and shape it to cause various wounds. By expending a charge, the user can change the normal damage type of this weapon to Bludgeoning, Slashing or Piercing. The weapon will retain this damage type until another charge is expended in this same way.
While attuned to this weapon, the user can use this weapon’s handle to observe the immediate surrounding area’s exact temperature between 38°C and 338°C. If the temperature is below 38°C or above 338°C, this whip and its abilities are rendered unusable.
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Unlike the homes of his Dwarvish ancestors, a once-vacant place where magnificent rock deposits were hewn into nigh-perfect gems, the mountain of Rothegar bid Daldren Broadstead and his company a most unwelcome visit.
The first month of exploration and excavation saw the discovery of a nest of Hook Horrors, and the subsequent loss of a half dozen members of his company. In the second month three more perished from the suffocating vapour pockets they found.
Morale was at an all time low, and an uprising of company men who sought to abandon their quest were becoming increasingly vocal. Daldren, as stubborn a leader as his father before him, promised riches beyond measure; he said “My brothers, the vision I saw was no mere dream, but a prophecy! When have my visions failed us before?”, he asked, to which the others offered no reply, recalling their leader’s previous visions.
Daldren had led them to a great abandoned fortress, now a beacon among the Dwarvish Kingdom, to a shipwreck where a crown jewel was recovered from a swashbuckling legend, and to a trapped company of Dwarves beneath crumbling castle ruins.
Ever deeper the company delved into the depths of Rothegar as supplies became scarce with hungry mouths to feed. But everything changed with one more picking of stone…
“Mercurite!” Daldren said in wonder as one of the miners called him over. The deep red stone started to glow and Daldren suddenly yelled, “Get back!” A huge explosion scattered rock and sent shuddering trembles up the mountain. Daldren caught the miner and swung back on the rope affixed to him just in time.
“Get Zirtara!” Daldren yelled.
- Daldren and Company discover a vein of unstable mercurite
Sure you could use it to tell the temperature, or you could also use it to paralyze your foes in their place. Smack, slash and pierce with this whip until your enemies fall at your feet.
Check out the full release tomorrow for the exact mechanics.
https://www.patreon.com/stardustfantasy
Midweek Map Time!
Dwavern Noble Ruin
Part 1 of the 'Dwarven Ingenuity' package has arrived!
This week's map features a dwarven noble's old home. Though it has long since been abandoned, there are still treasures and knowledge to uncover. What exactly are those red stones in the collapsed tunnel and why do they explode so readily?
The Dwarvern Noble Ruin comes in four variations; morning, midday, evening and night and as always, these maps have lined and unlined formats.
Come download different high quality versions on our Patreon for just £1!
https://www.patreon.com/stardustfantasy
Tinkerer's Toolbox
Wondrous item, rare (requires attunement)
This rather odd-looking, yet bulky iron toolbox weighs 15 pounds and is 3 feet long, 2 feet wide and 2 feet deep. From within, soft, partially-muted, synthesised sounds can be heard.
Honed Tinker’s Tools. The toolbox contains special Tinker’s Tools that grants a +4 bonus to ability checks made to repair mechanical items.
Mechanical Toys. Upon opening the toolbox, you can speak its command word as a bonus action to instruct a clockwork cohort to jump out from the toolbox.
The swarm appears in a space within 5 feet of you, is friendly to you and your companions, and will obey your commands as best as it can. The swarm shares your initiative count, and takes its turn immediately after yours. The swarm obeys the Archaic Algorithms trait, unless you take a bonus action to command it to return to the toolbox.
If you are incapacitated or absent, the swarm will continue to act according to the Archaic Algorithms trait. If the swarm is reduced to 0 hit points, it cannot be used again for 24 hours.
If a returned swarm has more than half its hit points, it will mend itself to full capacity after 24 hours, regaining all hit points. The lockbox can't hold more than one clockwork cohort. Alternatively, an Artificer with proficiency in using smith’s tools can expend a spell slot to mend a returned swarm to full capacity.
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“Cammie, I need you to trust me.”
“No, no, no! Don’t give me the trust line Pavel, you promised you’d really try this time. How many places have you visited and asked for work, hmm?”
“Cammie, please, if you’d just look at what I’ve created. They’re just prototypes but-”
“None! That’s how many. We have two daughters Pavel, and you’re in this tiny room you call a workshop more often than the home with your wife and children. I love you Pavel, but it isn’t just us anymore, we have responsibilities.”
“Cammie, this is my life’s work. These…toys aren’t toys, they’re just the first step towards-”
“Put the toys away, and come join your family. Now!”
- Cammie and Pavel argue over his mechanical creations
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Special thanks to "The Fluffy Folio" for a fantastic collaboration!
Their content can be accessed by all tiers on our patreon so enjoy the Clockwork Cohort!
Check out their instagram at https://www.instagram.com/the_fluffy_folio/
A chest every upcoming artificer needs that contains everything necessary to design, invent and fix mechanical objects. However, some unusual tiny beings come bundled with the box, how will you use them?
Check out the full release tomorrow for the exact mechanics.
Midweek Map Time!
Pavel’s Workshop
Part 1 of the ' Fluffy Folio Collab' package is here! First up, Pavel’s Workshop!
This week's map features the humble abode of an inventor named 'Pavel'. Many moons have watched over Pavel as he worked to bring the world an invention the likes of which it'd never seen. Now, what will you find when you journey there yourself...
Pavel's Workshop comes in four variations; morning, midday, evening and night and as always, these maps have lined and unlined formats.
Come download different high quality versions on our Patreon for just £1!
https://www.patreon.com/stardustfantasy
Goblin Blades
Weapon (scimitar, shortsword, handaxe, spear or dagger), common
These vicious, serrated weapons are commonly used by goblin raiding parties. Unlike the clean kills afforded by smooth, honed weapons, these blades can cause nasty, lasting wounds.
If you roll a 19 when making an attack with this weapon, you cause the creature to hemorrhage. At the end of the creature’s next turn, they lose 1d4 hit points due to blood loss.
If you roll a 20 when making an attack with this weapon, you cause the creature to bleed to a devastating degree. At the end of the creature’s next turn, they lose 1d8 hit points due to blood loss.
If the creature is healed before the end of their next turn, they do not suffer the additional hit point loss. Alternatively, the bleeding creature or any allied creature may, as an action, make a DC 12 Wisdom (Medicine) check to prevent the extra damage inflicted due to blood loss.
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Twincastle was breached. The front ranks of goblins led the charge towards the sunken walls and crumbling gate to the city.
Roland, First Captain of the Twincastle Militants, watched as Fourth Captain Priscilla ordered the retreat of her regiments of bowmen.
Roland declared, “Men! Queen Cloven finally stands at our door with her corrupt goblin army, seeking to test our mettle. I see all your faces beneath your helms, and I am here to remind you that Commander Rikon and King Farlock have faced and defeated the filth who’ve come knocking at our walls! Know this, men. These walls are not the will or might of Twincastle, no. That will and might exists in the blood of each and every one of you. Do not underestimate what comes through our doors, but know that whatever does is no greater than the glory of Twincastle!”
The men rallied, banging their weapons into the ground while the sounds of enemy footfalls rapidly approached. The rank of spearmen leveled their weapons towards the encroaching threat, and after a minute, the battle was joined in earnest.
The goblin ranks were easily skewered by the rank of spearmen, but the sheer number of goblins soon overwhelmed them. Gruesome goblin blades struck out, leaving pools of blood in their wake.
- The Twincastle Militants rally against a goblin menace, led by Queen Cloven
The goblins are getting stronger, arming themselves with new weapons to combat adventurers more handily. Study up and learn how to combat these more formidable foes, starting with their armoury.
Check out the full release tomorrow for the exact mechanics.