D&D 5e · Magic items

Six Things the Moor Gave Back

Shared by Austin Zurfluh · 2 likes

What is Six Things the Moor Gave Back?

Six cursed magic items, each with a power worth having, a catch worth fearing and a story attached.

Add this to your campaign Free MythWeaver account, sign in or make one.
Art for Six Things the Moor Gave Back

Lambswool Cloak

Item

Lambswool Cloak, portrait

Wondrous item, uncommon (requires attunement)

A soft, heavy cloak of undyed grey wool. It never quite dries, and it never feels cold.

What it does

  • Beasts and fey treat you as harmless. They won't attack you unless you, or someone you are clearly with, attack them first.

  • You have resistance to cold damage.

The catch

You find it very hard to refuse a polite request. You have disadvantage on saving throws against being charmed by fey, and the first time each day someone asks you nicely for something small, you must give it to them.

Where it turns up

Shorn, a lock at a time, from the Bellwether's lambs. Each cloak takes a whole flock.

Lantern-Wick of Hester Vane

Item

Lantern-Wick of Hester Vane, portrait

Wondrous item, uncommon

A thumb-length stub of pale green grave-wax with a blackened wick, wrapped in a scrap of black ribbon.

What it does

As an action you can light the wick. It sheds bright green light in a 10-foot radius and dim light for a further 10 feet, and burns for a total of 1 hour (track it in minutes). Undead can't willingly enter the bright light; one that tries must succeed on a DC 14 Charisma saving throw or be pushed back to its edge.

The catch

The dead it holds back learn the name of whoever lit it. They will remember it.

Where it turns up

Hester Vane gives one to anyone who has sat up with her lantern until dawn. She has given out four in thirty-one years.

Pip's Fiddle

Item

Pip's Fiddle, portrait

Wondrous item (instrument), uncommon (requires attunement)

A battered fiddle with a cracked neck mended in twine. It is always slightly damp, and it smells of the moor.

What it does

While you play it (an action, and concentration as if on a spell, up to 10 minutes), you and every friendly creature within 30 feet that can hear it have advantage on saving throws against being charmed. Any creature charmed by a bell or a song can repeat its saving throw the first time it hears the fiddle.

The catch

At midnight the fiddle plays one song on its own, quite badly. Any dead within a mile who hear it come to listen, and they expect applause.

Where it turns up

In the stable loft of The Last Lantern, the morning after Pip moves on.

The Bellwether's Bell

Item

The Bellwether's Bell, portrait

Wondrous item, rare (requires attunement)

A rusted iron bell the size of a man's head, torn from the Bellwether's throat with a tuft of grey wool still knotted to its loop. It is cold enough to frost your breath.

What it does

  • While attuned, you always know the direction to the place you last slept.

  • As an action, you can ring it. Up to three creatures of your choice within 60 feet that can hear it must succeed on a DC 15 Wisdom saving throw or use their next turn to move toward you by the safest route. Once rung this way, it can't be again until the next dawn.

The catch

Sheep follow you. Any sheep that can see you will, calmly and without stopping, follow you for as long as it can. Goats are unaffected and find this hilarious.

Where it turns up

Around the Bellwether's neck. Silencing it is the surest way to win that fight, and the only way to take it home.

The Thirteenth Plate

Item

The Thirteenth Plate, portrait

Wondrous item, uncommon

A chipped pewter dinner plate, slightly too cold to the touch, with a thumbprint worn into the rim.

What it does

Set the plate at a table. The next creature to sit and eat from it can't knowingly tell a lie to anyone sitting at that table until the next dawn (DC 15 Charisma saving throw to resist; the creature knows if it succeeded).

The catch

Once a month, on a night of your DM's choosing, something sits down at the plate uninvited, and it is very hungry, and it is very polite.

Where it turns up

At the thirteenth place of the long table in The Last Lantern. Hester notices the moment it's gone.

Wakeful Gorget

Item

Wakeful Gorget, portrait

Wondrous item (armor piece), rare (requires attunement)

A steel throat-guard polished to a mirror, engraved with an open eye on the inside where only the wearer's skin can see it.

What it does

  • You don't need to sleep. You gain the benefits of a long rest by spending 6 hours on watch, fully aware of your surroundings.

  • You have advantage on Wisdom (Perception) checks made between dusk and dawn.

The catch

Each time you finish a long rest this way, roll a d20. On a 1 you dream anyway, and someone you have wronged is waiting there. You gain no benefit from that rest.

Where it turns up

Around Sir Aldous Crane's neck. He will not part with it while Edric is still waiting.

Use Six Things the Moor Gave Back at your table

Add a copy to your campaign in MythWeaver, then change anything you like.

Add this to your campaign

See you at the table.

Roll the dice. We'll remember the rest.

Start for free
No credit card required·24,000+ DMs already here
MythWeaver

The AI assistant for tabletop games.

No credit card required
One session a month, free forever
Cancel anytime
Artists paid fairly on every image

© 2026 MythWeaver. All rights reserved.