The Cauldron of Dungeon Cuisine was forged and enchanted by a band of resourceful adventurers. In the harsh environment of a treacherous, massive dungeon, they needed a way to survive by consuming the monsters they defeated.
The adventurers were able to not only sustain themselves in the harsh conditions of the dungeon but thrive. However, the long-term consumption had some negative effects on their bodies and minds, leading to the group becoming estranged from each other.
Cauldron of Dungeon Cuisine
Wondrous Item, Rare
This item is a cast iron cooking pot covered in scales with a monstrous face emerging from one side. It can hold 2 gallons of liquid (9 liters) and weighs 20 pounds (13 kilograms).
You can fill this cauldron with water and the ingredients to prepare one meal and it will create four portions of a nutritious broth that can feed a creature for a day. It can make broth once then it ceases to function until the next dawn.
Adding pieces of a monster when making the broth will have added effects as described in the monster type table until the next dawn.
Monster Type
Monster Type | Effect | Side Effect |
---|---|---|
Aberration | You can telepathically communicate with any creatures you can see up to 120 feet away. | Your dreams confuse and disturb you. You require two extra hours to complete a long rest. |
Celestial | You radiate bright sunlight for 60 feet. | Seeing unlawful actions makes you angry. You must succeed on a DC 15 Wisdom saving throw to not interfere. |
Dragon | Your weapon attacks deal 1 extra damage of a type you choose. | You have a desire to acquire and hoard wealth and must succeed on a DC 15 Intelligence saving throw to spend any money. |
Elemental | You cannot be moved against your will. | You have disadvantage on all Dexterity ability checks that require a delicate touch. |
Fiend | When you are reduced to zero hit points, creatures within 5 feet of you take 2d6 fire damage. | Performing actions that are good-aligned disgust you. You must succeed on a DC 15 Constitution saving throw to do so. |
Giant | You can carry, push, and lift as if you were one size category bigger. | You cannot speak any languages but giant. |
Monstrosity | You grow claws and your unarmed strikes deal 1d6 slashing damage. | You have disadvantage on initiative rolls while in a settlement larger than a village. |
Ooze | You can squeeze through spaces as small as 1 foot wide. | You have disadvantage on any Strength based ability checks. |
Plant | You can breathe under water. | You treat terrain that isn’t soil, sand, or mud as difficult. |
Undead | You have advantage on Dexterity (Stealth) checks while in total darkness. | Your cold, emotionless demeanor gives you disadvantage on all Charisma ability checks. |
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