Show Log Entry
Adventure Title
DDAL00-03 Those That Came Before
DDAL00-03 Those That Came Before
Session
Date Played
2020-03-28 01:01:00 UTC
2020-03-28 01:01:00 UTC
Levels Gained
1
1
GP +/-
-5500
-5500
Downtime +/-
-120.0
-120.0
Location Played
Roll20
Roll20
DM Name
Vincent Baumann
Vincent Baumann
DM DCI Number
5318792030
5318792030
Notes
* Story Award: Favor of Candlekeep - 120 DT Learned Ancient Netherese Buy: 1x Potion of Supreme Healing 10x Potion of Superior Healing
* Story Award: Favor of Candlekeep - 120 DT Learned Ancient Netherese Buy: 1x Potion of Supreme Healing 10x Potion of Superior Healing
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Gray Robe of the Archmagi | Legendary | true | |||
Wondrous Item, Major, Legendary (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. Originally crafted during the height of the Netherese Empire, this robe is a warm gray color and very plush. It is stitched with silver thread and the back is covered by Rhaugilath’s arcane sigil mixed with the sign of Mystryl. | |||||
Rooster (Wand of Wonder) | Rare | true | |||
Wand, Major, Rare (Requires Attunement by a Spellcaster) Weight: 1 lbs. Rhaugilath’s efforts to record the history of the Netherese Empire sometimes incorporated some unsavory elements… such as the transmogrification of a chaos sorcerer into this elegant wand. Covered in swirls, whorls, dizzying patterns, knobs, and clicky bits, it thrums and hums in your hand. This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens. If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn't already. If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the DM randomly determines which ones are affected. The wand 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 dust and is destroyed. |