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Adventure Title
DM-Log
Session
Date DMed
2022-07-18 09:35
Session Length (Hours)
Avg Party Level
Location DMed
XP Gained
GP +/-
Downtime +/-
Renown
Missions
Date Assigned
2022-07-18 09:28
Character to Apply Rewards
Shasial Maenenodel (Moonheart)
Notes
Service Award Log == 90 Actual Hours +3 Running the Game +0 Hours as Metoring New DM +1 Hour for Safty Tools +1 Hours DM-Prep +1 Running Learn-To-Play New sum == 0 hours 60 hours used for: 2/6 Tier 1 Rewards Taken 4/6 Tier 2 Rewards Taken 3/6 Tier 3 Rewards Taken Hours Left: 34 hours Spezial - Event Orginisation - DDEP-DRW02 WIngs of Death Tier 1 adventure reward + 250 gp -- Gloves of Thievery Emerald Pen + 10 dt Tier 2 adventure reward + 2500 gp -- Insignia of Claws Tier 2 adventure reward + 2500 gp -- Eagle Whistle Tier 2 adventure reward + 2500 gp -- Studded Leather +2 Tier 3 adventure reward + 10000gp -- Tome of Understanding (Event Orga) Tier 3 adventure reward + Dragon scale mail (silver) + 30 downtime days Tier 3 adventure reward + Sapphire buckler + 30 downtime days Tier 2 adventure reward + Dragon wing bow + 20 downtime days

Magic Items

Character Name Rarity Location Table Result Counts?
Shasial Maenenodel (Moonheart) Dragon Wing Heavy Crossbow (Tunder) Rare true
Dragon Wing Heavy Crossbow (Tunder) Weapon, range, rare (requires attunement) Martial weapon 18 lb. 1d10 piercing - ammunition (100/400 ft.), heavy, loading, two-handed The limb tips of this magic bow are shaped like a dragon's wings, and the weapon is infused with the essence of a chromatic, gem, or metallic dragon's breath. When you hit with an attack roll using this magic bow, the target takes an extra 1d6 damage of the same type as the breath infused in the bow— **thunder**. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you pull back the string. The ammunition created by the bow vanishes the instant after it hits or misses a target. Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way. Heavy. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.