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Adventure Title
DDHC-WDH Waterdeep: Dragon Heist (Winter Wizardry)
Tier
2
Session
9
Date Played
2019-06-29 06:00:00 UTC
ACP
8
TCP
8
GP +/-
Downtime
20.0
Renown
2.0
Location Played
Roll20
DM Name
Kyle Jacob Fidelino
DM DCI Number
2319624337
Notes
UNLOCKS: Wand of Binding Staff of Power Robes of the Archmagi (Black) Elemental Gem (Yellow diamond) > Story Award: > Boon of Az'nakh - Waterdhavian Agent > - In light of your heroic efforts to return the embezzled gold from the Vault of Dragons to where they belong and putting a stop to a major threat in Waterdeep, you have caught the unprecedented attention of an enigmatic sponsor that watches over the City of Splendors. Impressed by your exceptional skills as an adventurer, it is now seeking your services in keeping Waterdeep under control in its name. In return, it is willing to grant you any form of support to assist you in your adventures around the city. > > Upon receiving this story award, every time your character plays on any adventure set in Waterdeep (other than Waterdeep: Dragon Heist) with Kyle Fidelino as the DM, you may opt to present this story award to the DM to gain an advantage on a saving throw, attack roll, or ability check once within a session. You are still able to receive and/or use Inspiration even after using this feature.

Magic Items

Name Rarity Location Table Result Counts?
Wand of Binding Rare DDHC-WDH Waterdeep: Dragon Heist (Winter Wizardry) G true
Requires Attunement by a Spellcaster This wand has 7 Charges for the following properties. It regains 1d6 + 1 expended Charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Spells: While holding the wand, you can use an action to expend some of its Charges to cast one of the following Spells (save DC 17): Hold Monster (5 charges) or Hold Person (2 charges). Assisted Escape: While holding the wand, you can use your Reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being Paralyzed or Restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple.
Staff of Power Very Rare DDHC-WDH Waterdeep: Dragon Heist (Winter Wizardry) H true
Requires Attunement by a Sorcerer, Warlock, or Wizard This staff can be wielded as a magic Quarterstaff that grants a +2 bonus to Attack and Damage Rolls made with it. While holding it, you gain a +2 bonus to Armor Class, Saving Throws, and spell Attack rolls. The staff has 20 Charges for the following properties. The staff regains 2d8 + 4 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to Attack and damage roll but loses all other properties. On a 20, the staff regain 1d8 + 2 Charges. Power Strike: When you hit with a melee Attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. Spells: While holding this staff, you can use an action to expend 1 or more of its Charges to cast one of the following Spells from it, using your spell save DC and spell Attack bonus: Cone of Cold (5 charges), Fireball (5th-level version, 5 charges), Globe of Invulnerability (6 charges), Hold Monster (5 charges), Levitate (2 charges). Lightning Bolt (5th-level version, 5 charges), Magic Missile (1 charge), Ray of Enfeeblement (1 charge), or Wall of Force (5 charges). Retributive Strike: You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius Sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 x the number of Charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of Origin, as shown in the following table. On a successful save, a creature takes half as much damage. Distance from Origin — Damage: 10 ft. away or closer — 8 x the number of Charges in the staff 11 to 20 ft. away — 6 x the number of Charges in the staff 21 to 30 ft. away — 4 x the number of Charges in the staff
Robes of the Archmagi (Black) Legendary DDHC-WDH Waterdeep: Dragon Heist (Winter Wizardry) I true
Requires Attunement by a Sorcerer, Warlock, or Wizard This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe's color corresponds to the Alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can't attune to a robe of the archmagi that doesn't correspond to your Alignment. You gain these benefits while wearing the robe: • If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier. • You have advantage on Saving Throws against spell and other magical Effects. • Your spell save DC and spell Attack bonus each increase by 2.
Elemental Gem (Yellow diamond) Uncommon DDHC-WDH Waterdeep: Dragon Heist (Winter Wizardry) B true
This gem contains a mote of elemental energy. When you use an action to break the gem, an elemental is summoned as if you had cast the Conjure Elemental spell, and the gem's magic is lost. The type of gem determines the elemental summoned by the spell. Yellow diamond = Earth Elemental