Show Log Entry
Adventure Title
DDAL00-03 Those That Came Before (Tier 3)
DDAL00-03 Those That Came Before (Tier 3)
Session
Date Played
2021-10-08 21:19:00 UTC
2021-10-08 21:19:00 UTC
Levels Gained
1
1
GP +/-
4300
4300
Downtime +/-
10.0
10.0
Location Played
Online
Online
DM Name
K Knudzen
K Knudzen
DM DCI Number
8318763608
8318763608
Notes
Martin, Kalim, human fighter Anna, Kari, human rogue Dadurkan, Marikan, human ranger Emil, Earendil, rogue wizard Simira, Bahiira, dwarven druid Story Award: Favor of Candlekeep Inkpot and the scribes of Candlekeep are extremely grateful for your stories and account of your time in Warlock’s Crypt. Option 1 - Learning Netherese: In return, they have offered to teach you ancient Netherese as an immersion course; if you would like to learn ancient Netherese, you must spend 120 downtime days at Candlekeep doing nothing other than working on your knowledge of this language. Option 2 - Spell Scrolls: If you are not interested in learning ancient Netherese, you may instead choose: Three spell scrolls of up to 5th level for free from an approved Adventurers League resource (Tier 3). Three spell scrolls of up to 7th level for free from an approved Adventurers League resource (Tier 4). Buy two potions of Superior healing 1000 GP
Martin, Kalim, human fighter Anna, Kari, human rogue Dadurkan, Marikan, human ranger Emil, Earendil, rogue wizard Simira, Bahiira, dwarven druid Story Award: Favor of Candlekeep Inkpot and the scribes of Candlekeep are extremely grateful for your stories and account of your time in Warlock’s Crypt. Option 1 - Learning Netherese: In return, they have offered to teach you ancient Netherese as an immersion course; if you would like to learn ancient Netherese, you must spend 120 downtime days at Candlekeep doing nothing other than working on your knowledge of this language. Option 2 - Spell Scrolls: If you are not interested in learning ancient Netherese, you may instead choose: Three spell scrolls of up to 5th level for free from an approved Adventurers League resource (Tier 3). Three spell scrolls of up to 7th level for free from an approved Adventurers League resource (Tier 4). Buy two potions of Superior healing 1000 GP
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Wand of Wonder (R, A) | Rare | DDAL00-03 Those That Came Before (Tier 3) | true | ||
Rooster (Wand of Wonder) Wand, rare (requires attunement by a spellcaster) 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. dndbeyond D100 Effect 01-05 You cast slow. 06-10 You cast faerie fire. 11-15 You are stunned until the start of your next turn, believing something awesome just happened. 16-20 You cast gust of wind. 21-25 You cast detect thoughts on the target you chose. If you didn't target a creature, you instead take 1d6 psychic damage. 26-30 You cast stinking cloud. 31-33 Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn. 34-36 An animal appears in the unoccupied space nearest the target. The animal isn't under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01-25, a rhinoceros appears; on a 26-50, an elephantappears; and on a 51-100, a rat appears. See the Monster Manual for the animal's statistics. 37-46 You cast lightning bolt. 47-49 A cloud of 600 oversized butterflies fills a 30-foot radius centered on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes. 50-53 You enlarge the target as if you had cast enlarge/reduce. If the target can't be affected by that spell or if you didn't target a creature, you become the target. 54-58 You cast darkness. 59-62 Grass grows on the ground in a 60-foot radius centered on the target. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute 63-65 An object of the DM 's choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the target, and no larger than 10 feet in any dimension. 66-69 You shrink yourself as if you had cast enlarge/reduce on yourself. 70-79 You cast fireball. 80-84 You cast invisibility on yourself. 85-87 Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours. 88-90 A stream of 1 d4 x 10 gems, each worth 1 gp, shoots from the wand 's tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line. 91-95 A burst of colorful shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 96-97 The target's skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected. 98-00 If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn't target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly petrified. On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the target is freed by the greater restoration spell or similar magic. | |||||
Rod of Alertness (VR, A) | Very Rare | DDAL00-03 Those That Came Before (Tier 3) | true | ||
Rod of Alertness Rod, very rare (requires attunement) This slender crystal rod is topped with flanged head made of obsidian, and tipped with horrifically sharp silver needles. The center seems to be filled with a curious liquid, within which several free-floating eyes can be spotted. This rod has a flanged head and the following properties. Alertness. While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for initiative. Spells. While holding the rod, you can use an action to cast one of the following spells from it: detect evil and good, detect magic, detect poison and disease, or see invisibility. Protective Aura. As an action, you can plant the haft end of the rod in the ground, whereupon the rod's head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and saving throws and can sense the location of any invisible hostile creature that is also in the bright light. The rod's head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can't be used again until the next dawn. |