Show Log Entry

Adventure Title
DDEP06-01 Relics of Khundrukar (Tier 2)
Session
Date Played
2025-05-03 21:52:00 UTC
Levels Gained
GP +/-
300
Downtime +/-
10.0
Location Played
Conmar Live 2025
DM Name
K Knudzen
DM DCI Number
8318763608
Notes
Captain Jeanette, Kali, witch, elf female, blue hair, wizard Adrian, Verucca, soulknife rogue, Espen, Kael, human, noble, leather armor Lars, Burr, dwarf, light clothing, tattoos, Simira, Grusk, dwarf ranger, Group of Duergar have stolen away magical artifacts. Swornbane, explorers. Elixir of Health Potion of invulnerability Spell Scroll of Stoneskin Wand of Binding (R-A) 7ch Durgadin’s Fist, Mace of Terror

Magic Items

Name Rarity Location Table Result Counts?
Wand of Binding (R-A) Rare DDEP06-01 Relics of Khundrukar (Tier 2) true
This wand has 7 charges. Spells. While holding the wand, you can cast one of the spells (save DC 17) on the following table from it. The table indicates how many charges you must expend to cast the spell. Spell Charge Cost Hold Monster 5 Hold Person 2 Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
Durgeddin's Fist/Mace of Terror (R-A) Rare DDEP06-01 Relics of Khundrukar (Tier 2) true
Wrought of blackened steel, the head of this mace is forged in the likeness of three screaming orc skulls. When wielded in combat against orc foes Durgeddin’s Fist bellows an endless stream of profanities and insults in a fearsome dwarven baritone audible for 30 ft. This magic weapon has 3 charges and regains 1d3 expended charges daily at dawn. While holding the weapon, you can take a Magic action and expend 1 charge to release a wave of terror from it. Each creature of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute. While Frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t make Opportunity Attacks. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can take the Dodge action. At the end of each of its turns, a creature repeats the save, ending the effect on itself on a success.