Verrin
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 | ||
---|---|---|---|---|---|---|---|---|
2023-02-01 11:08 | Trade Log | -5 | Puzzle cube (Cube of Force) (R,A) > Splint armor +1 (R) | Show Trade Log | ||||
Requires Attunement This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 Charges, and it regains 1d20 expended Charges daily at dawn. You can use an Action to press one of the cube's faces, expending a number of Charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different Effect. If the cube has insufficient Charges remaining, nothing happens. Otherwise, a barrier of Invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use an Action to press the cube's sixth face, or the cube runs out of Charges. You can change the barrier's Effect by pressing a different face of the cube and expending the requisite number of Charges, resetting the Duration. If your Movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that object as long as the barrier remains. Cube of Force Faces: Face — Charges — Effect: 1 — 1 — Gases, wind, and fog can't pass through the barrier. 2 — 2 — Nonliving matter can't pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. 3 — 3 — Living matter can 't pass through the barrier. 4 — 4 — Spell Effects can 't pass through the barrier. 5 — 5 — Nothing can pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. 6 — 0 — The barrier deactivates. The cube loses Charges when the barrier is targeted by certain Spells or comes into contact with certain spell or magic item Effects, as shown in the table below. Spell or item — Charges Lost: Disintegrate — 1d12 Horn of Blasting — 1d10 Passwall — 1d6 Prismatic Spray — 1d20 Wall of Fire — 1d4 |
||||||||
2021-12-14 17:00 | Trade Log | 10 | Helm of Telepathy (U,A) > Winged Boots (U,A) | Show Trade Log | ||||
2021-03-26 10:25 | Trade Log | -15 | 6 Beads of Force > Tyr's Justice (Gs +2, Init +2)(R) | Show Trade Log | ||||
Rare This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 beads of force are found together. You can use an action to throw the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can. An enclosed creature can use its action to push against the sphere's wall, moving the sphere up to half the creature's walking speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside. |
||||||||
2023-09-19 19:13 | DDAL-DRW-20 The Death of Szass Tam | 10 | Show | |||||
DM DanW Potion of Vitality |
||||||||
2021-02-18 11:03 | Trade Log | -15 | Veteran's cane > Moontouched greatsword | Show Trade Log | ||||
CCC-ARCON01-01, tomb (early version of the module) |
||||||||
2024-01-16 21:00 | DDAL-DRW-08 The Harrowing of Hell | 1 | 10 | Show | ||||
Polengoldur, Polengoldur, Potion of vitality |
||||||||
2021-02-18 10:39 | Trade Log | -15 | Cloak of Elvenkind > Hat of disguise (att) | Show Trade Log | ||||
A Dish best served cold. While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move. This item can be found in the Dungeon Master’s Guide. This cloak is made of the pelt of a smooth, blackfurred creature. A bone toggle fastens the cloak around its wearer’s neck. Close examination of the gold-embroidered hem reveals a poem that reads (in Common): “Six men in pain; six men rent. Blood, it falls like rain; broken bodies bent. Six men plead; and six men cry; Tearing arm and leg, six men die.” |
||||||||
2024-02-03 22:04 | DDAL00-03 Those That Came Before (Tier 4) | 1 | 10 | Show | ||||
TomH, Indigo, shadar kai paladin (Stargazing the Albatross) +6 Potion of surpreme healing |
||||||||
2021-02-17 21:24 | Trade Log | -15 | Cloak of Displacement > Boots of speed (att) | Show Trade Log | ||||
Traded with Yarinda. A Dish best served cold. While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move. This item can be found in the Dungeon Master’s Guide. This cloak is made of the pelt of a smooth, blackfurred creature. A bone toggle fastens the cloak around its wearer’s neck. Close examination of the gold-embroidered hem reveals a poem that reads (in Common): “Six men in pain; six men rent. Blood, it falls like rain; broken bodies bent. Six men plead; and six men cry; Tearing arm and leg, six men die.” |
||||||||
2024-06-08 16:24 | DDAL09-19 Fang and Claw | 1 | 10 | Show | ||||
Mark, Amarddyn, druid 17 Dara needs to resurrect The Bloody Hooves company that went with Zariel. |
||||||||
2021-02-17 21:12 | Trade Log | -15 | Boots of speed (att) > Bracers of Defence +2 (att) | Show Trade Log | ||||
Wondrous Item, rare (requires attunement) (Table G) While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move. This item can be found in the Dungeon Master’s Guide. This cloak is made of the pelt of a smooth, blackfurred creature. A bone toggle fastens the cloak around its wearer’s neck. Close examination of the gold-embroidered hem reveals a poem that reads (in Common): “Six men in pain; six men rent. Blood, it falls like rain; broken bodies bent. Six men plead; and six men cry; Tearing arm and leg, six men die.” |
||||||||
2024-07-10 14:40 | DDAL09-20 Where Devils Fear to Tread | 1 | 10 | Show | ||||
Percy cast Death Ward for all. Aid +25HP |
||||||||
2021-01-14 13:46 | Trade Log | -15 | Shatterspike > Staff of flying (U) | Show Trade Log | ||||
User: Casper Akto Kanstrup Notes: |
||||||||
2024-12-31 18:06 | Liars Night Bingo | Show | ||||||
3x supreme healing potions |
||||||||
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 |
||||||||
2022-01-20 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: adventuring gear (wondrous item) Trade from Verrin to Harold |
Date Played | Adventure Title | Tier | Session | ACP | TCP | Downtime | Renown | |
---|---|---|---|---|---|---|---|---|
2023-02-01 11:08 | Trade Log | -5 | Show Trade Log | |||||
Requires Attunement This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 Charges, and it regains 1d20 expended Charges daily at dawn. You can use an Action to press one of the cube's faces, expending a number of Charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different Effect. If the cube has insufficient Charges remaining, nothing happens. Otherwise, a barrier of Invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use an Action to press the cube's sixth face, or the cube runs out of Charges. You can change the barrier's Effect by pressing a different face of the cube and expending the requisite number of Charges, resetting the Duration. If your Movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that object as long as the barrier remains. Cube of Force Faces: Face — Charges — Effect: 1 — 1 — Gases, wind, and fog can't pass through the barrier. 2 — 2 — Nonliving matter can't pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. 3 — 3 — Living matter can 't pass through the barrier. 4 — 4 — Spell Effects can 't pass through the barrier. 5 — 5 — Nothing can pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. 6 — 0 — The barrier deactivates. The cube loses Charges when the barrier is targeted by certain Spells or comes into contact with certain spell or magic item Effects, as shown in the table below. Spell or item — Charges Lost: Disintegrate — 1d12 Horn of Blasting — 1d10 Passwall — 1d6 Prismatic Spray — 1d20 Wall of Fire — 1d4 |
||||||||
2021-12-14 17:00 | Trade Log | 10 | Show Trade Log | |||||
2021-03-26 10:25 | Trade Log | -15 | Show Trade Log | |||||
Rare This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 beads of force are found together. You can use an action to throw the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can. An enclosed creature can use its action to push against the sphere's wall, moving the sphere up to half the creature's walking speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside. |
||||||||
2023-09-19 19:13 | DDAL-DRW-20 The Death of Szass Tam | 10 | Show | |||||
DM DanW Potion of Vitality |
||||||||
2021-02-18 11:03 | Trade Log | -15 | Show Trade Log | |||||
CCC-ARCON01-01, tomb (early version of the module) |
||||||||
2024-01-16 21:00 | DDAL-DRW-08 The Harrowing of Hell | 1 | 10 | Show | ||||
Polengoldur, Polengoldur, Potion of vitality |
||||||||
2021-02-18 10:39 | Trade Log | -15 | Show Trade Log | |||||
A Dish best served cold. While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move. This item can be found in the Dungeon Master’s Guide. This cloak is made of the pelt of a smooth, blackfurred creature. A bone toggle fastens the cloak around its wearer’s neck. Close examination of the gold-embroidered hem reveals a poem that reads (in Common): “Six men in pain; six men rent. Blood, it falls like rain; broken bodies bent. Six men plead; and six men cry; Tearing arm and leg, six men die.” |
||||||||
2024-02-03 22:04 | DDAL00-03 Those That Came Before (Tier 4) | 1 | 10 | Show | ||||
TomH, Indigo, shadar kai paladin (Stargazing the Albatross) +6 Potion of surpreme healing |
||||||||
2021-02-17 21:24 | Trade Log | -15 | Show Trade Log | |||||
Traded with Yarinda. A Dish best served cold. While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move. This item can be found in the Dungeon Master’s Guide. This cloak is made of the pelt of a smooth, blackfurred creature. A bone toggle fastens the cloak around its wearer’s neck. Close examination of the gold-embroidered hem reveals a poem that reads (in Common): “Six men in pain; six men rent. Blood, it falls like rain; broken bodies bent. Six men plead; and six men cry; Tearing arm and leg, six men die.” |
||||||||
2024-06-08 16:24 | DDAL09-19 Fang and Claw | 1 | 10 | Show | ||||
Mark, Amarddyn, druid 17 Dara needs to resurrect The Bloody Hooves company that went with Zariel. |
||||||||
2021-02-17 21:12 | Trade Log | -15 | Show Trade Log | |||||
Wondrous Item, rare (requires attunement) (Table G) While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move. This item can be found in the Dungeon Master’s Guide. This cloak is made of the pelt of a smooth, blackfurred creature. A bone toggle fastens the cloak around its wearer’s neck. Close examination of the gold-embroidered hem reveals a poem that reads (in Common): “Six men in pain; six men rent. Blood, it falls like rain; broken bodies bent. Six men plead; and six men cry; Tearing arm and leg, six men die.” |
||||||||
2024-07-10 14:40 | DDAL09-20 Where Devils Fear to Tread | 1 | 10 | Show | ||||
Percy cast Death Ward for all. Aid +25HP |
||||||||
2021-01-14 13:46 | Trade Log | -15 | Show Trade Log | |||||
User: Casper Akto Kanstrup Notes: |
||||||||
2024-12-31 18:06 | Liars Night Bingo | Show | ||||||
3x supreme healing potions |
||||||||
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 |
||||||||
2022-01-20 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: adventuring gear (wondrous item) Trade from Verrin to Harold |
Date Played | Adventure Title | Session | XP | GP ▲ | Downtime | Renown | Magic Items | |
---|---|---|---|---|---|---|---|---|
2023-02-01 11:08 | Trade Log | -5 | Puzzle cube (Cube of Force) (R,A) > Splint armor +1 (R) | Show Trade Log | ||||
Requires Attunement This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 Charges, and it regains 1d20 expended Charges daily at dawn. You can use an Action to press one of the cube's faces, expending a number of Charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different Effect. If the cube has insufficient Charges remaining, nothing happens. Otherwise, a barrier of Invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use an Action to press the cube's sixth face, or the cube runs out of Charges. You can change the barrier's Effect by pressing a different face of the cube and expending the requisite number of Charges, resetting the Duration. If your Movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that object as long as the barrier remains. Cube of Force Faces: Face — Charges — Effect: 1 — 1 — Gases, wind, and fog can't pass through the barrier. 2 — 2 — Nonliving matter can't pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. 3 — 3 — Living matter can 't pass through the barrier. 4 — 4 — Spell Effects can 't pass through the barrier. 5 — 5 — Nothing can pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. 6 — 0 — The barrier deactivates. The cube loses Charges when the barrier is targeted by certain Spells or comes into contact with certain spell or magic item Effects, as shown in the table below. Spell or item — Charges Lost: Disintegrate — 1d12 Horn of Blasting — 1d10 Passwall — 1d6 Prismatic Spray — 1d20 Wall of Fire — 1d4 |
||||||||
2021-12-14 17:00 | Trade Log | 10 | Helm of Telepathy (U,A) > Winged Boots (U,A) | Show Trade Log | ||||
2021-03-26 10:25 | Trade Log | -15 | 6 Beads of Force > Tyr's Justice (Gs +2, Init +2)(R) | Show Trade Log | ||||
Rare This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 beads of force are found together. You can use an action to throw the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can. An enclosed creature can use its action to push against the sphere's wall, moving the sphere up to half the creature's walking speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside. |
||||||||
2023-09-19 19:13 | DDAL-DRW-20 The Death of Szass Tam | 10 | Show | |||||
DM DanW Potion of Vitality |
||||||||
2021-02-18 11:03 | Trade Log | -15 | Veteran's cane > Moontouched greatsword | Show Trade Log | ||||
CCC-ARCON01-01, tomb (early version of the module) |
||||||||
2024-01-16 21:00 | DDAL-DRW-08 The Harrowing of Hell | 1 | 10 | Show | ||||
Polengoldur, Polengoldur, Potion of vitality |
||||||||
2021-02-18 10:39 | Trade Log | -15 | Cloak of Elvenkind > Hat of disguise (att) | Show Trade Log | ||||
A Dish best served cold. While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move. This item can be found in the Dungeon Master’s Guide. This cloak is made of the pelt of a smooth, blackfurred creature. A bone toggle fastens the cloak around its wearer’s neck. Close examination of the gold-embroidered hem reveals a poem that reads (in Common): “Six men in pain; six men rent. Blood, it falls like rain; broken bodies bent. Six men plead; and six men cry; Tearing arm and leg, six men die.” |
||||||||
2024-02-03 22:04 | DDAL00-03 Those That Came Before (Tier 4) | 1 | 10 | Show | ||||
TomH, Indigo, shadar kai paladin (Stargazing the Albatross) +6 Potion of surpreme healing |
||||||||
2021-02-17 21:24 | Trade Log | -15 | Cloak of Displacement > Boots of speed (att) | Show Trade Log | ||||
Traded with Yarinda. A Dish best served cold. While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move. This item can be found in the Dungeon Master’s Guide. This cloak is made of the pelt of a smooth, blackfurred creature. A bone toggle fastens the cloak around its wearer’s neck. Close examination of the gold-embroidered hem reveals a poem that reads (in Common): “Six men in pain; six men rent. Blood, it falls like rain; broken bodies bent. Six men plead; and six men cry; Tearing arm and leg, six men die.” |
||||||||
2024-06-08 16:24 | DDAL09-19 Fang and Claw | 1 | 10 | Show | ||||
Mark, Amarddyn, druid 17 Dara needs to resurrect The Bloody Hooves company that went with Zariel. |
||||||||
2021-02-17 21:12 | Trade Log | -15 | Boots of speed (att) > Bracers of Defence +2 (att) | Show Trade Log | ||||
Wondrous Item, rare (requires attunement) (Table G) While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move. This item can be found in the Dungeon Master’s Guide. This cloak is made of the pelt of a smooth, blackfurred creature. A bone toggle fastens the cloak around its wearer’s neck. Close examination of the gold-embroidered hem reveals a poem that reads (in Common): “Six men in pain; six men rent. Blood, it falls like rain; broken bodies bent. Six men plead; and six men cry; Tearing arm and leg, six men die.” |
||||||||
2024-07-10 14:40 | DDAL09-20 Where Devils Fear to Tread | 1 | 10 | Show | ||||
Percy cast Death Ward for all. Aid +25HP |
||||||||
2021-01-14 13:46 | Trade Log | -15 | Shatterspike > Staff of flying (U) | Show Trade Log | ||||
User: Casper Akto Kanstrup Notes: |
||||||||
2024-12-31 18:06 | Liars Night Bingo | Show | ||||||
3x supreme healing potions |
||||||||
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 |
||||||||
2022-01-20 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: adventuring gear (wondrous item) Trade from Verrin to Harold |