Verrin

Season:
historic
Race:
Wood elf
Class:
Barbarian
Background:
Outlander
Lifestyle:
Poor
Current Level:
20
Total GP:
169609
Total Downtime:
132
Tag:
Faction:
None
Faction Rank:
Heroic (rank 4)
Magic Item Count:
33
Magic Item Limit:
10
Bracers of Defence +2 (att),
Moontouched greatsword,
Tyr's Justice (Gs +2, Init +2)(R),
Winged Boots (U,A),
Ioun stone of protection (R, A),
Chest of Preserving,
Necklace of Fireball (R),
Necklace of Fireball (R),
Goggles of Night (U),
Manual of Bodily Health (con) (VR),
Skeggox (Battleaxe +3) (VR),
Mantle of Spell resistance (R, A),
Orb of the stein rune (R,A),
Manual of quickness of action (VR),
Glaive +3 (VR),
Belt of Stone Giant Strength (VR,A),
Splint armor +1 (R),
Dragon's Gullet/Bag of devouring (VR),
Cloak of many fashions (C),
Ascendant Gem Dragon-Touched Focus (L,A),
Sapphire Buckler (VR,A),
Blood Fury Tattoo (L,A),
Carpet of flying 60ft/400lb (VR),
Scarab of protection (L,A),
Gray Robe of the Archmagi (L,A),
Wand of Wonder (R,A),
Scarab of Protection (L-A),
Shield +2 (R),
Rod of the Pact Keeper +2 (R-A),
Deathshield (Defender) (L-A),
Wand of the War Mage +3 (VR,A),
The Eye of Xxiphu (L-A),
Tome of Understanding (VR),
Staff of Power (VR-A)

Log Entries

Date Played Adventure Title Session Levels GP Downtime Magic Items
2021-11-18 21:09 Chapter 8: Forge of the Fire Giants 2 1 736 10 Horseshoes of speed (R), Ingot of the Sköld Rune (R,A) Show

TaC, Oone
Tsukuyomi, Charos
aultsider, Maxmillian
Simira, Verrin

2021-11-19 11:56 Trade Log -5 Ingot of the Sköld Rune (R,A) > Ioun stone of protection (R, A) Show Trade Log

Ingot of the Sköld Rune (R,A)
Verrin, Chapter 8: Forge of the Fire Giants

This appears to be a simple ingot of iron ore, about a foot long and a few inches across. Inspection of its surface reveals the faint, silvery outline of the sköld (shield) rune. The ingot has the following properties, which work only while it’s on your person.

Runic Shield. You have a +1 bonus to AC.

Shield Bond. As a bonus action, choose a creature that you can see within 30 feet of you, other than yourself. Until the end of your next turn, any damage the target takes is reduced to 1, but you take half the damage prevented in this way. The damage you take can’t be reduced in any way. Once you use this property, you can’t use it again until you finish a short or long rest.

Shield Ward. You can transfer the ingot’s magic to a nonmagical item — a shield or a two-handed melee weapon — by tracing the skjold rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the ingot is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form:

Shield. The shield is now a rare magic item that requires attunement. Its magic gives you a +1 bonus to AC, and the first time after each of your long rests that damage reduces you to 0 hit points, you are instead reduced to 1 hit point. You must be wielding the shield to gain these benefits.

Weapon. The weapon is now an uncommon magic weapon. It grants you a +1 bonus to AC while you’re holding it.

2021-12-18 15:08 DC-PoA-CONMAR-16 Iceberg Dead Ahead 1 1 850 10 Helm of Telepathy (U,A), Chest of Preserving Show

Martin, Pah’Zel’Dak
Scott, warlock 10, Ganymede, kobold, red w blue eyes
Emil, Sturen Blake, 8, dragonborn, companion/brother Arzal, ranger
YesAdman, soc10, Vald, human, marble skin
Simira, Verrin, barbarian 10

2022-01-08 17:54 CCC-GAD02-03 Arena of Champions 1 1 8900 10 Horn of Valhalla, brass (R) Show

Will, Hope
Liam, Karri, human Mulmaster battlemaster
Martin, Zac, paladin
Tsukuyami, Eliaz
Simira, Verrin

Potion of Heroism
Potion of Fire Giant Strength
Scroll of Illusory Shadow Dragon

Story Awards:

Story Award: Champion of the Arena. During the Celebration of Swords, your team defeated all the other combatants to become the champions of Hillsfar Arena. Worshippers of Tempus, especially the faithful at the Vault of Swords in Hillsfar, look upon you with awe.

2022-01-10 16:59 Trade Log -5 Horn of Valhalla, brass (R) > Necklace of Fireball (R) Show Trade Log

Horn of Valhalla, brass (R) rare CCC-GAD02-03 Arena of Champions
Wondrous item, rare
You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.
Four types of horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The brass horn summons 3d4 + 3 berserkers and requires proficiency with all simple weapons.
If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands. This item is found in the Dungeon Master’s Guide.
This gleaming brass horn has flaming swords, the holy symbols of Tempus, etched all along its length. The horn instills eagerness for battle in its bearer.

Traded

2022-01-10 17:01 Trade Log -5 Horseshoes of speed (R) > Necklace of Fireball (R) Show Trade Log

Horseshoes of speed (R) rare Chapter 8: Forge of the Fire Giants Chapter 8: Forge of the Fire Giants Show
Notes:
These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they increase the creature's walking speed by 30 feet
Traded

2022-01-15 22:10 Trade Log -5 Greatsword flame tongue (R,A) > Periapt of Proof Against Poison (R) Show Trade Log

You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

Traded with Bret

2022-01-20 17:09 Trade Log -5 Staff of flying (U) > Goggles of Night (U) Show Trade Log

This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its Command Word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land.

You can send the broom to Travel alone to a destination within 1 mile of you if you speak the Command Word, name the location, and are familiar with that place. The broom comes back to you when you speak another Command Word, provided that the broom is still within 1 mile of you.

Notes:
This oaken walking staff is capped by a triangle of ebony inscribed with runes in Auran. When activated, ephemeral strands of spiraling energy bristle from one end and a pair of spectral wings unfurl from the other.

adventuring gear (wondrous item)
Category: Items
Item Rarity: Uncommon
Weight: 3

Trade from Verrin to Harold

2022-02-26 13:22 Service award: Grig fiddle + 30 downtime days 1 40 Grig fiddle (Anstruth harp) (VR, A) Show
2022-05-10 10:51 Trade Log -5 Grig fiddle (Anstruth harp) (VR, A) > Manual of Bodily Health (con) (VR) Show Trade Log

GrigFiddle This two-inch fiddle is constructed of gilded wood, with strings made of silver unicorn hair. When held, the fiddle resizes appropriately for its wielder, though it shrinks back down to its original size when not in use. This item functions as ainstrument of the bards (anstruthharp)(see the Dungeon Master’s Guide). Anstruth Harp Wondrous item, very rare (requires Attunement by a bard) An Instrument of the bards is an exquisite example of its kind, superior to an ordinary Instrument in every way. Seven types of these Instruments exist, each named after a legendary Bard College. The following table lists the Spells Common to all Instruments, as well as the Spells specific to each one and its Rarity. A creature that attempts to play the Instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the Instrument and cast one of its Spells. Once the Instrument has been used to Cast a Spell, it can’t be used to cast that spell again until the next dawn. The Spells use your Spellcasting ability and spell save DC. You can play the Instrument while Casting a Spell that causes any of its Targets to be Charmed on a failed saving throw, thereby imposing disadvantage on the save. This Effect applies only if the spell has a somatic or a material component. Spells: Fly, Invisibility, Levitate, Protection from evil and good, Control Weather, Cure Wounds (5th level), Wall of Thorns

2022-05-15 22:33 DDAL05-08 Durlag’s Tower 1 -3550 10 Staff of Thunder and Lightning (VR, A) Show

Espen, Keeva, half orc baribarian
Simira, Verrin, elf barbarian
Martin, Zherxiz, gnome wiz from Waterdeep
Kristian, Ender, male firbolg druid
Fenris, Zuki

Potion of invulnerability

Bought
8 superior healing potions 2500
5 potions of greater healing 500

2022-05-21 23:00 DDAL05-09 Durlag’s Tomb 1 1050 10 Skeggox (Battleaxe +3) (VR) Show

Knudzen, Riley
Martin, Maguldur
MarkM, Muirdoch
Simira, Verrin
Emil, Zuki

2022-07-27 14:41 Trade Log -5 Periapt of Proof Against Poison (R) > Mantle of Spell resistance (R, A) Show Trade Log

Wondrous item, rare This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, Poisons have no Effect on you. You are immune to the Poisoned condition and have immunity to poison damage. Trade: Char: Tater of Clan Thunderbelly

2022-07-30 00:11 CCC-RPSG-03 Fenaria's Gambit 1 10000 10 Puzzle cube (Cube of Force) (R,A) Show

TaC, bugbear, w horse
Martin, Zac
Martine, Trician
Ian, Raneko
Simira, Verrin

2022-08-06 22:16 DDAL05-14 Reeducation 1 1660 10 Orb of the stein rune (R,A) Show

Bret, Rocco, human, rogue
Len, Worf, bugbear, barbarian
Sorengraves, Lervathra, shadar, wiz
Simira, Verrin, barbarian
phoenix, JC Flores, Ynigo, life cleric

Potion of Cloud Giant Strength
potion of superior healing

2022-11-23 22:23 DDHC-CM-15-The Scrivener's Tale 158 Show

KKnudzen, Kahlee
TaC, Lara Sin
Espen Ducky, Aodh,
MarkM, Kaisenya
Simira, Verrin

Potion of Fire Giant Strength

2022-12-06 13:46 Service Reward 10000 Manual of quickness of action (VR) Show
2022-12-06 15:48 Trade Log -5 Staff of Thunder and Lightning (VR, A) > Glaive +3 (VR) Show Trade Log

Requires Attunement

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can't be used again until the next dawn.

Lightning: When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage.

Thunder: When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn.

Lightning Strike.

You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one.

Thunderclap: You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened.

Thunder and Lightning: You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one.

2023-02-01 10:59 Service reward Tome of Clear Thought Show
2023-02-01 11:05 Trade Log -5 Tome of Clear Thought > Belt of Stone Giant Strength (VR,A) Show Trade Log

Wondrous item, very rare

This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s Contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Date Played Adventure Title Tier Session ACP TCP Downtime Renown ▼
2021-11-18 21:09 Chapter 8: Forge of the Fire Giants 2 10 Show

TaC, Oone
Tsukuyomi, Charos
aultsider, Maxmillian
Simira, Verrin

2021-11-19 11:56 Trade Log -5 Show Trade Log

Ingot of the Sköld Rune (R,A)
Verrin, Chapter 8: Forge of the Fire Giants

This appears to be a simple ingot of iron ore, about a foot long and a few inches across. Inspection of its surface reveals the faint, silvery outline of the sköld (shield) rune. The ingot has the following properties, which work only while it’s on your person.

Runic Shield. You have a +1 bonus to AC.

Shield Bond. As a bonus action, choose a creature that you can see within 30 feet of you, other than yourself. Until the end of your next turn, any damage the target takes is reduced to 1, but you take half the damage prevented in this way. The damage you take can’t be reduced in any way. Once you use this property, you can’t use it again until you finish a short or long rest.

Shield Ward. You can transfer the ingot’s magic to a nonmagical item — a shield or a two-handed melee weapon — by tracing the skjold rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the ingot is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form:

Shield. The shield is now a rare magic item that requires attunement. Its magic gives you a +1 bonus to AC, and the first time after each of your long rests that damage reduces you to 0 hit points, you are instead reduced to 1 hit point. You must be wielding the shield to gain these benefits.

Weapon. The weapon is now an uncommon magic weapon. It grants you a +1 bonus to AC while you’re holding it.

2021-12-18 15:08 DC-PoA-CONMAR-16 Iceberg Dead Ahead 1 10 Show

Martin, Pah’Zel’Dak
Scott, warlock 10, Ganymede, kobold, red w blue eyes
Emil, Sturen Blake, 8, dragonborn, companion/brother Arzal, ranger
YesAdman, soc10, Vald, human, marble skin
Simira, Verrin, barbarian 10

2022-01-08 17:54 CCC-GAD02-03 Arena of Champions 1 10 Show

Will, Hope
Liam, Karri, human Mulmaster battlemaster
Martin, Zac, paladin
Tsukuyami, Eliaz
Simira, Verrin

Potion of Heroism
Potion of Fire Giant Strength
Scroll of Illusory Shadow Dragon

Story Awards:

Story Award: Champion of the Arena. During the Celebration of Swords, your team defeated all the other combatants to become the champions of Hillsfar Arena. Worshippers of Tempus, especially the faithful at the Vault of Swords in Hillsfar, look upon you with awe.

2022-01-10 16:59 Trade Log -5 Show Trade Log

Horn of Valhalla, brass (R) rare CCC-GAD02-03 Arena of Champions
Wondrous item, rare
You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.
Four types of horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The brass horn summons 3d4 + 3 berserkers and requires proficiency with all simple weapons.
If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands. This item is found in the Dungeon Master’s Guide.
This gleaming brass horn has flaming swords, the holy symbols of Tempus, etched all along its length. The horn instills eagerness for battle in its bearer.

Traded

2022-01-10 17:01 Trade Log -5 Show Trade Log

Horseshoes of speed (R) rare Chapter 8: Forge of the Fire Giants Chapter 8: Forge of the Fire Giants Show
Notes:
These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they increase the creature's walking speed by 30 feet
Traded

2022-01-15 22:10 Trade Log -5 Show Trade Log

You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

Traded with Bret

2022-01-20 17:09 Trade Log -5 Show Trade Log

This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its Command Word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land.

You can send the broom to Travel alone to a destination within 1 mile of you if you speak the Command Word, name the location, and are familiar with that place. The broom comes back to you when you speak another Command Word, provided that the broom is still within 1 mile of you.

Notes:
This oaken walking staff is capped by a triangle of ebony inscribed with runes in Auran. When activated, ephemeral strands of spiraling energy bristle from one end and a pair of spectral wings unfurl from the other.

adventuring gear (wondrous item)
Category: Items
Item Rarity: Uncommon
Weight: 3

Trade from Verrin to Harold

2022-02-26 13:22 Service award: Grig fiddle + 30 downtime days 40 Show
2022-05-10 10:51 Trade Log -5 Show Trade Log

GrigFiddle This two-inch fiddle is constructed of gilded wood, with strings made of silver unicorn hair. When held, the fiddle resizes appropriately for its wielder, though it shrinks back down to its original size when not in use. This item functions as ainstrument of the bards (anstruthharp)(see the Dungeon Master’s Guide). Anstruth Harp Wondrous item, very rare (requires Attunement by a bard) An Instrument of the bards is an exquisite example of its kind, superior to an ordinary Instrument in every way. Seven types of these Instruments exist, each named after a legendary Bard College. The following table lists the Spells Common to all Instruments, as well as the Spells specific to each one and its Rarity. A creature that attempts to play the Instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the Instrument and cast one of its Spells. Once the Instrument has been used to Cast a Spell, it can’t be used to cast that spell again until the next dawn. The Spells use your Spellcasting ability and spell save DC. You can play the Instrument while Casting a Spell that causes any of its Targets to be Charmed on a failed saving throw, thereby imposing disadvantage on the save. This Effect applies only if the spell has a somatic or a material component. Spells: Fly, Invisibility, Levitate, Protection from evil and good, Control Weather, Cure Wounds (5th level), Wall of Thorns

2022-05-15 22:33 DDAL05-08 Durlag’s Tower 1 10 Show

Espen, Keeva, half orc baribarian
Simira, Verrin, elf barbarian
Martin, Zherxiz, gnome wiz from Waterdeep
Kristian, Ender, male firbolg druid
Fenris, Zuki

Potion of invulnerability

Bought
8 superior healing potions 2500
5 potions of greater healing 500

2022-05-21 23:00 DDAL05-09 Durlag’s Tomb 10 Show

Knudzen, Riley
Martin, Maguldur
MarkM, Muirdoch
Simira, Verrin
Emil, Zuki

2022-07-27 14:41 Trade Log -5 Show Trade Log

Wondrous item, rare This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, Poisons have no Effect on you. You are immune to the Poisoned condition and have immunity to poison damage. Trade: Char: Tater of Clan Thunderbelly

2022-07-30 00:11 CCC-RPSG-03 Fenaria's Gambit 10 Show

TaC, bugbear, w horse
Martin, Zac
Martine, Trician
Ian, Raneko
Simira, Verrin

2022-08-06 22:16 DDAL05-14 Reeducation 10 Show

Bret, Rocco, human, rogue
Len, Worf, bugbear, barbarian
Sorengraves, Lervathra, shadar, wiz
Simira, Verrin, barbarian
phoenix, JC Flores, Ynigo, life cleric

Potion of Cloud Giant Strength
potion of superior healing

2022-11-23 22:23 DDHC-CM-15-The Scrivener's Tale Show

KKnudzen, Kahlee
TaC, Lara Sin
Espen Ducky, Aodh,
MarkM, Kaisenya
Simira, Verrin

Potion of Fire Giant Strength

2022-12-06 13:46 Service Reward Show
2022-12-06 15:48 Trade Log -5 Show Trade Log

Requires Attunement

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can't be used again until the next dawn.

Lightning: When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage.

Thunder: When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn.

Lightning Strike.

You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one.

Thunderclap: You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened.

Thunder and Lightning: You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one.

2023-02-01 10:59 Service reward Show
2023-02-01 11:05 Trade Log -5 Show Trade Log

Wondrous item, very rare

This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s Contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Date Played Adventure Title Session XP GP Downtime Renown ▼ Magic Items
2021-11-18 21:09 Chapter 8: Forge of the Fire Giants 2 736 10 Horseshoes of speed (R), Ingot of the Sköld Rune (R,A) Show

TaC, Oone
Tsukuyomi, Charos
aultsider, Maxmillian
Simira, Verrin

2021-11-19 11:56 Trade Log -5 Ingot of the Sköld Rune (R,A) > Ioun stone of protection (R, A) Show Trade Log

Ingot of the Sköld Rune (R,A)
Verrin, Chapter 8: Forge of the Fire Giants

This appears to be a simple ingot of iron ore, about a foot long and a few inches across. Inspection of its surface reveals the faint, silvery outline of the sköld (shield) rune. The ingot has the following properties, which work only while it’s on your person.

Runic Shield. You have a +1 bonus to AC.

Shield Bond. As a bonus action, choose a creature that you can see within 30 feet of you, other than yourself. Until the end of your next turn, any damage the target takes is reduced to 1, but you take half the damage prevented in this way. The damage you take can’t be reduced in any way. Once you use this property, you can’t use it again until you finish a short or long rest.

Shield Ward. You can transfer the ingot’s magic to a nonmagical item — a shield or a two-handed melee weapon — by tracing the skjold rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the ingot is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form:

Shield. The shield is now a rare magic item that requires attunement. Its magic gives you a +1 bonus to AC, and the first time after each of your long rests that damage reduces you to 0 hit points, you are instead reduced to 1 hit point. You must be wielding the shield to gain these benefits.

Weapon. The weapon is now an uncommon magic weapon. It grants you a +1 bonus to AC while you’re holding it.

2021-12-18 15:08 DC-PoA-CONMAR-16 Iceberg Dead Ahead 1 850 10 Helm of Telepathy (U,A), Chest of Preserving Show

Martin, Pah’Zel’Dak
Scott, warlock 10, Ganymede, kobold, red w blue eyes
Emil, Sturen Blake, 8, dragonborn, companion/brother Arzal, ranger
YesAdman, soc10, Vald, human, marble skin
Simira, Verrin, barbarian 10

2022-01-08 17:54 CCC-GAD02-03 Arena of Champions 1 8900 10 Horn of Valhalla, brass (R) Show

Will, Hope
Liam, Karri, human Mulmaster battlemaster
Martin, Zac, paladin
Tsukuyami, Eliaz
Simira, Verrin

Potion of Heroism
Potion of Fire Giant Strength
Scroll of Illusory Shadow Dragon

Story Awards:

Story Award: Champion of the Arena. During the Celebration of Swords, your team defeated all the other combatants to become the champions of Hillsfar Arena. Worshippers of Tempus, especially the faithful at the Vault of Swords in Hillsfar, look upon you with awe.

2022-01-10 16:59 Trade Log -5 Horn of Valhalla, brass (R) > Necklace of Fireball (R) Show Trade Log

Horn of Valhalla, brass (R) rare CCC-GAD02-03 Arena of Champions
Wondrous item, rare
You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.
Four types of horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The brass horn summons 3d4 + 3 berserkers and requires proficiency with all simple weapons.
If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands. This item is found in the Dungeon Master’s Guide.
This gleaming brass horn has flaming swords, the holy symbols of Tempus, etched all along its length. The horn instills eagerness for battle in its bearer.

Traded

2022-01-10 17:01 Trade Log -5 Horseshoes of speed (R) > Necklace of Fireball (R) Show Trade Log

Horseshoes of speed (R) rare Chapter 8: Forge of the Fire Giants Chapter 8: Forge of the Fire Giants Show
Notes:
These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they increase the creature's walking speed by 30 feet
Traded

2022-01-15 22:10 Trade Log -5 Greatsword flame tongue (R,A) > Periapt of Proof Against Poison (R) Show Trade Log

You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

Traded with Bret

2022-01-20 17:09 Trade Log -5 Staff of flying (U) > Goggles of Night (U) Show Trade Log

This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its Command Word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land.

You can send the broom to Travel alone to a destination within 1 mile of you if you speak the Command Word, name the location, and are familiar with that place. The broom comes back to you when you speak another Command Word, provided that the broom is still within 1 mile of you.

Notes:
This oaken walking staff is capped by a triangle of ebony inscribed with runes in Auran. When activated, ephemeral strands of spiraling energy bristle from one end and a pair of spectral wings unfurl from the other.

adventuring gear (wondrous item)
Category: Items
Item Rarity: Uncommon
Weight: 3

Trade from Verrin to Harold

2022-02-26 13:22 Service award: Grig fiddle + 30 downtime days 40 Grig fiddle (Anstruth harp) (VR, A) Show
2022-05-10 10:51 Trade Log -5 Grig fiddle (Anstruth harp) (VR, A) > Manual of Bodily Health (con) (VR) Show Trade Log

GrigFiddle This two-inch fiddle is constructed of gilded wood, with strings made of silver unicorn hair. When held, the fiddle resizes appropriately for its wielder, though it shrinks back down to its original size when not in use. This item functions as ainstrument of the bards (anstruthharp)(see the Dungeon Master’s Guide). Anstruth Harp Wondrous item, very rare (requires Attunement by a bard) An Instrument of the bards is an exquisite example of its kind, superior to an ordinary Instrument in every way. Seven types of these Instruments exist, each named after a legendary Bard College. The following table lists the Spells Common to all Instruments, as well as the Spells specific to each one and its Rarity. A creature that attempts to play the Instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the Instrument and cast one of its Spells. Once the Instrument has been used to Cast a Spell, it can’t be used to cast that spell again until the next dawn. The Spells use your Spellcasting ability and spell save DC. You can play the Instrument while Casting a Spell that causes any of its Targets to be Charmed on a failed saving throw, thereby imposing disadvantage on the save. This Effect applies only if the spell has a somatic or a material component. Spells: Fly, Invisibility, Levitate, Protection from evil and good, Control Weather, Cure Wounds (5th level), Wall of Thorns

2022-05-15 22:33 DDAL05-08 Durlag’s Tower 1 -3550 10 Staff of Thunder and Lightning (VR, A) Show

Espen, Keeva, half orc baribarian
Simira, Verrin, elf barbarian
Martin, Zherxiz, gnome wiz from Waterdeep
Kristian, Ender, male firbolg druid
Fenris, Zuki

Potion of invulnerability

Bought
8 superior healing potions 2500
5 potions of greater healing 500

2022-05-21 23:00 DDAL05-09 Durlag’s Tomb 1050 10 Skeggox (Battleaxe +3) (VR) Show

Knudzen, Riley
Martin, Maguldur
MarkM, Muirdoch
Simira, Verrin
Emil, Zuki

2022-07-27 14:41 Trade Log -5 Periapt of Proof Against Poison (R) > Mantle of Spell resistance (R, A) Show Trade Log

Wondrous item, rare This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, Poisons have no Effect on you. You are immune to the Poisoned condition and have immunity to poison damage. Trade: Char: Tater of Clan Thunderbelly

2022-07-30 00:11 CCC-RPSG-03 Fenaria's Gambit 10000 10 Puzzle cube (Cube of Force) (R,A) Show

TaC, bugbear, w horse
Martin, Zac
Martine, Trician
Ian, Raneko
Simira, Verrin

2022-08-06 22:16 DDAL05-14 Reeducation 1660 10 Orb of the stein rune (R,A) Show

Bret, Rocco, human, rogue
Len, Worf, bugbear, barbarian
Sorengraves, Lervathra, shadar, wiz
Simira, Verrin, barbarian
phoenix, JC Flores, Ynigo, life cleric

Potion of Cloud Giant Strength
potion of superior healing

2022-11-23 22:23 DDHC-CM-15-The Scrivener's Tale 158 Show

KKnudzen, Kahlee
TaC, Lara Sin
Espen Ducky, Aodh,
MarkM, Kaisenya
Simira, Verrin

Potion of Fire Giant Strength

2022-12-06 13:46 Service Reward 10000 Manual of quickness of action (VR) Show
2022-12-06 15:48 Trade Log -5 Staff of Thunder and Lightning (VR, A) > Glaive +3 (VR) Show Trade Log

Requires Attunement

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can't be used again until the next dawn.

Lightning: When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage.

Thunder: When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn.

Lightning Strike.

You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one.

Thunderclap: You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened.

Thunder and Lightning: You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one.

2023-02-01 10:59 Service reward Tome of Clear Thought Show
2023-02-01 11:05 Trade Log -5 Tome of Clear Thought > Belt of Stone Giant Strength (VR,A) Show Trade Log

Wondrous item, very rare

This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s Contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.