Leafy the Turtle

Season:
9 (Historic)
Race:
Tortle (Kinda)
Class:
Circle of Stars Druid 14/Cleric 2
Background:
Merchant
Lifestyle:
Modest
Current Level:
16
Total GP:
59884
Total Downtime:
115
Tag:
Faction:
Emerald Enclave
Faction Rank:
Autumnreaver (rank 3)
Magic Item Count:
39
Magic Item Limit:
6
Manke’s Die (Charalan’s Die) ,
Ring of Protection,
Necklace of Prayer Beads,
Amulet of Health,
Cloak of the Sages (Cloak of Billowing),
Ring of Free Action,
Ioun Stone of Protection,
Boots of Speed (with flavor),
Amulet of Proof Against Detection and Location,
Efficient Quiver,
Orb of TIme,
Moon-touched Longsword,
Ear Horn of Hearing ,
Soul Cannon,
Portable Hole,
Dwarven Plate,
Armor of Necrotic Resistance,
Instrument of the Bard (Anstruth Harp),
Robe of Stars,
Efreeti Bottle,
Dwarven Thrower,
Ring of Regeneration,
Nine Lives Stealer Scimitar,
Robe of Scintillating Colors,
Aegis of the Raven Queen (Shield, +3),
Death's Head (Mace of Disruption w/ flavor),
Amulet of the Planes,
Pearl of Power,
Syranna's Folly (Oathbow),
Miltiades’s Shield,
Black Root of Clathrus Archeri (Staff of Defense with the Wicked property),
Rope of Entanglement,
Ring of Telekinesis,
Figurine of Wondrous Power (Bronze Griffon),
Mace of Terror,
Instrument of the Bards (Cli Lyre),
Brazier of Commanding Fire Elementals,
Kalasag (Shield of the Cavalier, Guardian Minor Property),
Chultan Death Whistle (Instrument of Illusions; Flute; War Leader Minor Property)

Log Entries

Date Played Adventure Title Session Levels GP Downtime ▲ Magic Items
2023-07-01 19:00 CCC-BMG-13 PHLAN1-1 Sepulture 19 1250 10 Miltiades’s Shield Show

+1 level up
1,250GP each
10 Downtime Days

Consumables:
1 Potion of Greater Healing
1 Spell Scroll, Lesser Restoration
1 Spell Scroll, Windwall
1 Spell Scroll, Zone of Truth

Eihim’s Traveling Spellbook
This slim traveling spellbook is bound in heavy
leather with the mage sigil of Eihim the Archmage,
a star burst atop the heraldry of the town of Phlan,
embossed on the cover. It contains the following
spells:
1st - detect magic, identify, mage armor, magic
missile;
2nd - detect thoughts, mirror image, misty step;
3rd - counterspell, fly, lightning bolt;
4th - banishment, evard’s black tentacles, fire
shield, stoneskin;
5th - cone of cold, wall of force;
6th - disintegration;
7th - teleport;
8th - maze;
9th - time stop.

Players:
@Gon Prie
@Wreckgar
@Maximo 'Max' Alfonsi (KaYa)
@Beggu

2023-10-07 20:00 SJ-DC-PANDORA-JWEI-03A (Playtest) 20 10 Black Root of Clathrus Archeri (Staff of Defense with the Wicked property) Show

Episode III: Astheneia
Of Pandora and an Unforgettable Tale
DM: Jwei
Date: 07/10/23, 8pm
Module: SJ-DC-PANDORA-JWEI-03A (Playtest)
2 hours playtime
You may gain a level and 10 Downtime days.
You are rewarded a total of 0 gp, to be divided among the players.

Spellwrought Tattoo of Lesser Restoration
Spell Scroll of Lesser Restoration

Story Awards:
Disease Shard Collected. You collected the Disease shard. This story award may become relevant in future SJ-DC-PANDORA-JWEI adventures.

Felix’s Caregiver. You took the initiative of visiting and caring for Astheneia’s daughter upon yourself. She can truly rest in peace now.

2024-01-12 21:30 DDHC-KGV - Keys from the Golden Vault (Chapter 13: Fire and Darkness) 21 15882 10 Rope of Entanglement, Ring of Telekinesis, Figurine of Wondrous Power (Bronze Griffon), Mace of Terror, Instrument of the Bards (Cli Lyre), Brazier of Commanding Fire Elementals Show

Server: Players Helping Players
Players:
@Danerfull as Balan Riposo
@Healing Damage as Leafy the Turtle
@J (Really J!) as Esme
@BladelockJoe as Hulkk
GP: 63,530.3 gp (15,882gp, 5sp, and 7cp per character the rest is given to charity)

Potion of Resistance (Fire)
Vial of Midnight Tears Poison

Story Award:
Redemption
@Healing Damage - Blessing of Understanding
@Danerfull - Blessing of Understanding
@J (Really J!) - Blessing of Understanding
@BladelockJoe - Blessing of ???

Service Awards:
Dungeon Mastering. Game was run 21:30:00-02:30 (5 Hours). Preparation time was 1 hour.
Using Safety Tools. +1 (for every 4 Hours run)
Streamed Games. No stream.
Total: DM gets 7 Service Awards while players get 0 Service Awards.

2021-06-22 18:00 CCC-CIC-01 The Vault of the Devourer 1 1 80 10 Boots of the Winterlands Show

Players: Leafy the Turtle, Sajukar, Brother Lazarus, Legolas, Evandale, Alfin
Hours played: 5 hours (can advance a level)
Consumables: Potion of Healing (Evandale), Spell scroll of Arms of Hadar (Leafy)

2023-06-26 20:00 DDHC-TYP - Tales from the Yawning Portal (Chapter 7: Tomb of Horrors) 17 10168 10 Show

GP: 25,292pp, 3gp, 1ep, 2sp (5,058pp, 4gp, 1ep, 2sp, 4cp per character and none for charity :< )
Server: Players Helping Players
Players:

Magic Items:
+1 Flail
Weapon, Uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.

Berserker Axe (Greataxe)
Weapon(Greataxe), Rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.
Curse. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.
Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.

Defender (Greatsword)
Weapon, Legendary (requires attunement)
You gain a +3 bonus to attack and damage rolls made with this magic weapon.
The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.

Ring of Feather Falling
Ring, Rare (requires attunement)
When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.

Ring of Resistance (Fire)
Ring, Rare (requires attunement)
You have resistance to fire damage while wearing this ring. The ring is set with garnet.

Spear of Backbiting
Weapon (spear), Very Rare (requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, its normal and long ranges both increase by 30 feet, and it deals one extra die of damage on a hit. After you throw it and it hits or misses, it flies back to your hand immediately.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one.
Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear.

Sword of Vengeance (Shortsword)
Weapon, Uncommon (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Curse. This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.
In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it.

You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties.

Ring of Animal Influence
Ring, Rare
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells:

Animal friendship (save DC 13)
Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower
Speak with animals

Rod of Absorption (44 Charges left)
Rod, Very Rare (requires attunement)
While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy—not the spell itself—is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell.
When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored.
If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot.
A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.

Staff of Power
Staff, weapon, Very Rare (requires attunement by a sorcerer, warlock, or wizard)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.
The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage roll but loses all other properties. On a 20, the staff regain 1d8 + 2 charges.
Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.
Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges).
Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.
You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.

Distance from Origin Effect

10 ft. away or closer 8 × the number of charges in the staff

11 to 20 ft. away 6 × the number of charges in the staff

21 to 30 ft. away 4 × the number of charges in the staff

Cape of the Mountebank
Wondrous item, Rare
This cape smells faintly of brimstone. While wearing it, you can use it to cast the dimension door spell as an action. This property of the cape can't be used again until the next dawn.
When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke.

Candle of Invocation (Lawful Neutral)
Wondrous item, Very Rare (requires attunement)
The candle's magic is activated when the candle is lit, which requires an action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle's total burn time.
While lit, the candle sheds dim light in a 30-foot radius. Any creature within that light whose alignment matches that of the candle makes attack rolls, saving throws, and ability checks with advantage. In addition, a cleric or druid in the light whose alignment matches the candle's can cast 1st-level spells he or she has prepared without expending spell slots, though the spell's effect is as if cast with a 1st-level slot.
Alternatively, when you light the candle for the first time, you can cast the gate spell with it. Doing so destroys the candle.

Manual of Iron Golems (Say Hello to Hawrolled)
Wondrous item, Very Rare
This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage.
To create an iron golem, you must spend 120 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 100,000 gp to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.

Consumables:
Potion of Healing
Oil of Slipperiness
Potion of Growth
Potion of Psychic Resistance
Potion of Water Breathing
Potion, Uncommon
Elixir of Health
Potion of Diminution
Potion of Heroism
Potion, Rare
Potion of Invulnerability
Potion, Rare
Oil of Sharpness
Potion, very rare
Potion of Invisibility
Potion of Speed
Potion of Supreme Healing
Potion of Vitality
Spell Scroll of Absorb Elements
Spell Scroll of Find Familiar
Spell Scroll of Frost Fingers
Spell Scroll of Shield
Spell Scroll of Tenser's Floating Disk
Spell Scroll of Magic Mouth
Spell Scroll of Misty Step
Spell Scroll of Leomund's Secret Chest
Spell Scroll of Animate Objects
Spell Scroll of Contact Other Plane
Spell Scroll of Far Step
Spell Scroll of Infernal Calling
Spell Scroll of Legend Lore
Spell Scroll of Rary's Telepathic Bond

Service Awards:
Time: 21:00-23:30 (4 Hours)
Using Safety Tool = +1 (+1 per 4 hours of the game)
Stream: I streamed the game.
The DM gets a total of 9 Service Award while all players get 4 Service Award.

SOP
Rod of Alertness
Ring of Evasion

Candle of Invocation (LN)
WIS Tome
Belt of Fire Giant (edited)

2021-08-21 20:00 DDHC-TYP-WPM White Plume Mountain (sessions 1, 2, and 3) 5 1 240 20 Ring of Protection, Necklace of Prayer Beads Show

DDHC-TYP - Tales from the Yawning Portal (Chapter 4:White Plume Mountain) Session 1
Players (Same for all 3 Sessions): @Hunyooooo | Dok Kaka Iba@The Art of Get Me Out | Leafy The Turtle@Mr. Meme | Wile Din@Aer | Vespa Hymn@PeanutBudderJ | Ferrous Paia@Vin23 | Vindi Vall@dgarmsen | Enrile

Consumables:
Potion of Mind Reading
Potion of Flying
Spell Scroll of Conjure Minor Elementals
Spell Scroll of Dispel Magic
Spell Scroll of Fear
Spell Scroll of Hold Person
Spell Scroll of Magic Mouth

Magic Items:
+1 Chain mail
Armor, rare

Others: (Ponce)
Snarla's Spellbook
-1st level: magic missile, shield, thunderwave
-2nd level: mirror image, web
-3rd level: dispel magic, fear, haste, stinking cloud

DDHC-TYP - Tales from the Yawning Portal (Chapter 4:White Plume Mountain) Session 2
Hours Ran: 2 (22:00-24:00)

Magic Items:
Stone of Good Luck
Wonderous item, uncommon (requires attunement)

Boots of Striding and Springing
Wondrous Item, uncommon (requires attunement)

Goggles of Night
Wondrous Item, uncommon

DDHC-TYP - Tales from the Yawning Portal (Chapter 4: White Plume Mountain) Session 3
Hours Ran: 4 (00:00-4:00)

Consumables:
Scroll of Protection (Fiends)

Magic Items:
Potion of Greater Healing
potion, uncommon

Ring of Protection
wonderous item, rare (requires attunement)

Ring of Spell Storing
wonderous item, rare (requires attunement)

Armor of Vulnerability (slashing)
Armor (plate), rare (requires attunement)

Story Awards:
First Weapon Returned
Max gold for their level for each character in the party, and each character may choose five rare consumables (following normal rules for the number of pieces of magical ammunition). A character could, for example, choose 2 potions of superior healing, 2 spells scroll of greater restoration, and 1d6 +2 crossbow bolts. (2 Superior Potions of Healing, 1 Potion fo Invulnerability, 1 Potion of Heroism, 1 Potion of Water Breathing)

Second Weapon Returned
Each character may choose one of the following items: arrow catching shield, bracers of defense, canaith mandolin, necklace of prayer beads (with six beads), staff of the woodlands, +2 wand of the war mage, or a +2 weapon.

Third Weapon Returned
The Lich King's Blessing(Under my table only or on cool Dungeon Masters, no mechanical benefit just a cool name)
Blessing of protection or a Blessing of weapon enhancement (player choice) and when the character gains 17th level can claim one of these legendary items for their own use subject to the MIL (Magic Item Limit) restrictions.

Rewards
1. 2 Superior Potions of Healing, 1 Potion fo Invulnerability, 1 Potion of Heroism, 1 Potion of Water Breathing
2. Necklace of Prayer Beads (rolled 6 - Bless, 13 - Greater Restoration, 11 2nd Level Cure Wounds, 7 - Bless, 4 - Bless, 16 - Greater Restoration)
3. Blessing of Protection

2021-08-30 13:58 Trade Log Gauntlets of Ogre Power > Sending Stones (flavored) Show Trade Log

Player: Ian O'Donnell
DCI: 5317866663
Character: Talis
Item: Sending Stones, flavored
From: CCC-CIC-04 Best Friends Forever
Traded at the table

2021-08-30 12:08 CCC-CIC-04 Best Friends Forever 6 120 Sending Stones (Mr. Wubsy) Show

Players: Biafynder, Leafy, Maerie, Talis
Hours played: 4 hours

Story Award:
Gratitude of the Von Finklestein Family
You have made an ally of the von Finklestein Family. You may use this favor one of two ways. You may either cash in this favor to gain a spell scroll with a Player's Handbook wizard spell of 3rd-level or lower, or you gain access to a new downtime activity. At the end of any adventure, you may spend 10 downtime to visit the family and their secret arcane library. While at the library you may scribe a Player's Handbook wizard spell of 3rd-level or lower into your spell book or book of shadows for no additional gold cost beyond the cost to scribe a spell.

2021-07-11 23:51 CCC-DWB-TRM-1 - The Red Mirage 7 1 80 Helm of Comprehend Languages Show DM Log

Player: GreatEnabler | HM, Rodello - Ogami, @Jhanine | Lala Twin Star, Gte - Lazarus, Lowidex | Boris, Gojo, Alfin, Roo
Hours played: 5 hours (JESUS CHRIST)
Downtime: 10 (If you leveled up)
Level of Advancement: 1
Gold: 80GP (max gold)
Consumable(s): 2 Potions of Psychic Resistance (Roo and HM)
Story Award(s): N/A
Magic Item:
Helm of Comprehend Languages (U, RA)

2021-06-24 18:00 CCC-GLIP-01-01 Glip-Dak 2 40 Manke’s Die (Charalan’s Die) , Arrk's Greatsword (Greatsword +1) Show

Hours played: 2 hours
Gold: 40
Consumables: N/A

Story Award:
Vadd Narkoz
Guard Captain Hrogar invites you to a private ceremony within the central hall of Glip Dak, a massive Netherese building of exotic stone. There he and other officers thank you for your service and discretion, awarding you Vadd Narkoz, “Strong Warrior,” in this private proclamation. The hobgoblins of Glip Dak acknowledge you as a worthy and trusted ally.

For future Glip Dak modules, the adventurer has advantage on Charisma checks when interacting
with Kroth Magg soldiers and guards.

Date Played Adventure Title Tier Session ACP TCP Downtime ▲ Renown
2023-07-01 19:00 CCC-BMG-13 PHLAN1-1 Sepulture 19 10 Show

+1 level up
1,250GP each
10 Downtime Days

Consumables:
1 Potion of Greater Healing
1 Spell Scroll, Lesser Restoration
1 Spell Scroll, Windwall
1 Spell Scroll, Zone of Truth

Eihim’s Traveling Spellbook
This slim traveling spellbook is bound in heavy
leather with the mage sigil of Eihim the Archmage,
a star burst atop the heraldry of the town of Phlan,
embossed on the cover. It contains the following
spells:
1st - detect magic, identify, mage armor, magic
missile;
2nd - detect thoughts, mirror image, misty step;
3rd - counterspell, fly, lightning bolt;
4th - banishment, evard’s black tentacles, fire
shield, stoneskin;
5th - cone of cold, wall of force;
6th - disintegration;
7th - teleport;
8th - maze;
9th - time stop.

Players:
@Gon Prie
@Wreckgar
@Maximo 'Max' Alfonsi (KaYa)
@Beggu

2023-10-07 20:00 SJ-DC-PANDORA-JWEI-03A (Playtest) 20 10 Show

Episode III: Astheneia
Of Pandora and an Unforgettable Tale
DM: Jwei
Date: 07/10/23, 8pm
Module: SJ-DC-PANDORA-JWEI-03A (Playtest)
2 hours playtime
You may gain a level and 10 Downtime days.
You are rewarded a total of 0 gp, to be divided among the players.

Spellwrought Tattoo of Lesser Restoration
Spell Scroll of Lesser Restoration

Story Awards:
Disease Shard Collected. You collected the Disease shard. This story award may become relevant in future SJ-DC-PANDORA-JWEI adventures.

Felix’s Caregiver. You took the initiative of visiting and caring for Astheneia’s daughter upon yourself. She can truly rest in peace now.

2024-01-12 21:30 DDHC-KGV - Keys from the Golden Vault (Chapter 13: Fire and Darkness) 21 10 Show

Server: Players Helping Players
Players:
@Danerfull as Balan Riposo
@Healing Damage as Leafy the Turtle
@J (Really J!) as Esme
@BladelockJoe as Hulkk
GP: 63,530.3 gp (15,882gp, 5sp, and 7cp per character the rest is given to charity)

Potion of Resistance (Fire)
Vial of Midnight Tears Poison

Story Award:
Redemption
@Healing Damage - Blessing of Understanding
@Danerfull - Blessing of Understanding
@J (Really J!) - Blessing of Understanding
@BladelockJoe - Blessing of ???

Service Awards:
Dungeon Mastering. Game was run 21:30:00-02:30 (5 Hours). Preparation time was 1 hour.
Using Safety Tools. +1 (for every 4 Hours run)
Streamed Games. No stream.
Total: DM gets 7 Service Awards while players get 0 Service Awards.

2021-06-22 18:00 CCC-CIC-01 The Vault of the Devourer 1 10 Show

Players: Leafy the Turtle, Sajukar, Brother Lazarus, Legolas, Evandale, Alfin
Hours played: 5 hours (can advance a level)
Consumables: Potion of Healing (Evandale), Spell scroll of Arms of Hadar (Leafy)

2023-06-26 20:00 DDHC-TYP - Tales from the Yawning Portal (Chapter 7: Tomb of Horrors) 17 10 Show

GP: 25,292pp, 3gp, 1ep, 2sp (5,058pp, 4gp, 1ep, 2sp, 4cp per character and none for charity :< )
Server: Players Helping Players
Players:

Magic Items:
+1 Flail
Weapon, Uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.

Berserker Axe (Greataxe)
Weapon(Greataxe), Rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.
Curse. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.
Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.

Defender (Greatsword)
Weapon, Legendary (requires attunement)
You gain a +3 bonus to attack and damage rolls made with this magic weapon.
The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.

Ring of Feather Falling
Ring, Rare (requires attunement)
When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.

Ring of Resistance (Fire)
Ring, Rare (requires attunement)
You have resistance to fire damage while wearing this ring. The ring is set with garnet.

Spear of Backbiting
Weapon (spear), Very Rare (requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, its normal and long ranges both increase by 30 feet, and it deals one extra die of damage on a hit. After you throw it and it hits or misses, it flies back to your hand immediately.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one.
Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear.

Sword of Vengeance (Shortsword)
Weapon, Uncommon (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Curse. This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.
In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it.

You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties.

Ring of Animal Influence
Ring, Rare
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells:

Animal friendship (save DC 13)
Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower
Speak with animals

Rod of Absorption (44 Charges left)
Rod, Very Rare (requires attunement)
While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy—not the spell itself—is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell.
When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored.
If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot.
A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.

Staff of Power
Staff, weapon, Very Rare (requires attunement by a sorcerer, warlock, or wizard)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.
The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage roll but loses all other properties. On a 20, the staff regain 1d8 + 2 charges.
Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.
Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges).
Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.
You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.

Distance from Origin Effect

10 ft. away or closer 8 × the number of charges in the staff

11 to 20 ft. away 6 × the number of charges in the staff

21 to 30 ft. away 4 × the number of charges in the staff

Cape of the Mountebank
Wondrous item, Rare
This cape smells faintly of brimstone. While wearing it, you can use it to cast the dimension door spell as an action. This property of the cape can't be used again until the next dawn.
When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke.

Candle of Invocation (Lawful Neutral)
Wondrous item, Very Rare (requires attunement)
The candle's magic is activated when the candle is lit, which requires an action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle's total burn time.
While lit, the candle sheds dim light in a 30-foot radius. Any creature within that light whose alignment matches that of the candle makes attack rolls, saving throws, and ability checks with advantage. In addition, a cleric or druid in the light whose alignment matches the candle's can cast 1st-level spells he or she has prepared without expending spell slots, though the spell's effect is as if cast with a 1st-level slot.
Alternatively, when you light the candle for the first time, you can cast the gate spell with it. Doing so destroys the candle.

Manual of Iron Golems (Say Hello to Hawrolled)
Wondrous item, Very Rare
This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage.
To create an iron golem, you must spend 120 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 100,000 gp to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.

Consumables:
Potion of Healing
Oil of Slipperiness
Potion of Growth
Potion of Psychic Resistance
Potion of Water Breathing
Potion, Uncommon
Elixir of Health
Potion of Diminution
Potion of Heroism
Potion, Rare
Potion of Invulnerability
Potion, Rare
Oil of Sharpness
Potion, very rare
Potion of Invisibility
Potion of Speed
Potion of Supreme Healing
Potion of Vitality
Spell Scroll of Absorb Elements
Spell Scroll of Find Familiar
Spell Scroll of Frost Fingers
Spell Scroll of Shield
Spell Scroll of Tenser's Floating Disk
Spell Scroll of Magic Mouth
Spell Scroll of Misty Step
Spell Scroll of Leomund's Secret Chest
Spell Scroll of Animate Objects
Spell Scroll of Contact Other Plane
Spell Scroll of Far Step
Spell Scroll of Infernal Calling
Spell Scroll of Legend Lore
Spell Scroll of Rary's Telepathic Bond

Service Awards:
Time: 21:00-23:30 (4 Hours)
Using Safety Tool = +1 (+1 per 4 hours of the game)
Stream: I streamed the game.
The DM gets a total of 9 Service Award while all players get 4 Service Award.

SOP
Rod of Alertness
Ring of Evasion

Candle of Invocation (LN)
WIS Tome
Belt of Fire Giant (edited)

2021-08-21 20:00 DDHC-TYP-WPM White Plume Mountain (sessions 1, 2, and 3) 5 20 Show

DDHC-TYP - Tales from the Yawning Portal (Chapter 4:White Plume Mountain) Session 1
Players (Same for all 3 Sessions): @Hunyooooo | Dok Kaka Iba@The Art of Get Me Out | Leafy The Turtle@Mr. Meme | Wile Din@Aer | Vespa Hymn@PeanutBudderJ | Ferrous Paia@Vin23 | Vindi Vall@dgarmsen | Enrile

Consumables:
Potion of Mind Reading
Potion of Flying
Spell Scroll of Conjure Minor Elementals
Spell Scroll of Dispel Magic
Spell Scroll of Fear
Spell Scroll of Hold Person
Spell Scroll of Magic Mouth

Magic Items:
+1 Chain mail
Armor, rare

Others: (Ponce)
Snarla's Spellbook
-1st level: magic missile, shield, thunderwave
-2nd level: mirror image, web
-3rd level: dispel magic, fear, haste, stinking cloud

DDHC-TYP - Tales from the Yawning Portal (Chapter 4:White Plume Mountain) Session 2
Hours Ran: 2 (22:00-24:00)

Magic Items:
Stone of Good Luck
Wonderous item, uncommon (requires attunement)

Boots of Striding and Springing
Wondrous Item, uncommon (requires attunement)

Goggles of Night
Wondrous Item, uncommon

DDHC-TYP - Tales from the Yawning Portal (Chapter 4: White Plume Mountain) Session 3
Hours Ran: 4 (00:00-4:00)

Consumables:
Scroll of Protection (Fiends)

Magic Items:
Potion of Greater Healing
potion, uncommon

Ring of Protection
wonderous item, rare (requires attunement)

Ring of Spell Storing
wonderous item, rare (requires attunement)

Armor of Vulnerability (slashing)
Armor (plate), rare (requires attunement)

Story Awards:
First Weapon Returned
Max gold for their level for each character in the party, and each character may choose five rare consumables (following normal rules for the number of pieces of magical ammunition). A character could, for example, choose 2 potions of superior healing, 2 spells scroll of greater restoration, and 1d6 +2 crossbow bolts. (2 Superior Potions of Healing, 1 Potion fo Invulnerability, 1 Potion of Heroism, 1 Potion of Water Breathing)

Second Weapon Returned
Each character may choose one of the following items: arrow catching shield, bracers of defense, canaith mandolin, necklace of prayer beads (with six beads), staff of the woodlands, +2 wand of the war mage, or a +2 weapon.

Third Weapon Returned
The Lich King's Blessing(Under my table only or on cool Dungeon Masters, no mechanical benefit just a cool name)
Blessing of protection or a Blessing of weapon enhancement (player choice) and when the character gains 17th level can claim one of these legendary items for their own use subject to the MIL (Magic Item Limit) restrictions.

Rewards
1. 2 Superior Potions of Healing, 1 Potion fo Invulnerability, 1 Potion of Heroism, 1 Potion of Water Breathing
2. Necklace of Prayer Beads (rolled 6 - Bless, 13 - Greater Restoration, 11 2nd Level Cure Wounds, 7 - Bless, 4 - Bless, 16 - Greater Restoration)
3. Blessing of Protection

2021-08-30 13:58 Trade Log Show Trade Log

Player: Ian O'Donnell
DCI: 5317866663
Character: Talis
Item: Sending Stones, flavored
From: CCC-CIC-04 Best Friends Forever
Traded at the table

2021-08-30 12:08 CCC-CIC-04 Best Friends Forever 6 Show

Players: Biafynder, Leafy, Maerie, Talis
Hours played: 4 hours

Story Award:
Gratitude of the Von Finklestein Family
You have made an ally of the von Finklestein Family. You may use this favor one of two ways. You may either cash in this favor to gain a spell scroll with a Player's Handbook wizard spell of 3rd-level or lower, or you gain access to a new downtime activity. At the end of any adventure, you may spend 10 downtime to visit the family and their secret arcane library. While at the library you may scribe a Player's Handbook wizard spell of 3rd-level or lower into your spell book or book of shadows for no additional gold cost beyond the cost to scribe a spell.

2021-07-11 23:51 CCC-DWB-TRM-1 - The Red Mirage 1 7 Show DM Log

Player: GreatEnabler | HM, Rodello - Ogami, @Jhanine | Lala Twin Star, Gte - Lazarus, Lowidex | Boris, Gojo, Alfin, Roo
Hours played: 5 hours (JESUS CHRIST)
Downtime: 10 (If you leveled up)
Level of Advancement: 1
Gold: 80GP (max gold)
Consumable(s): 2 Potions of Psychic Resistance (Roo and HM)
Story Award(s): N/A
Magic Item:
Helm of Comprehend Languages (U, RA)

2021-06-24 18:00 CCC-GLIP-01-01 Glip-Dak 2 Show

Hours played: 2 hours
Gold: 40
Consumables: N/A

Story Award:
Vadd Narkoz
Guard Captain Hrogar invites you to a private ceremony within the central hall of Glip Dak, a massive Netherese building of exotic stone. There he and other officers thank you for your service and discretion, awarding you Vadd Narkoz, “Strong Warrior,” in this private proclamation. The hobgoblins of Glip Dak acknowledge you as a worthy and trusted ally.

For future Glip Dak modules, the adventurer has advantage on Charisma checks when interacting
with Kroth Magg soldiers and guards.

Date Played Adventure Title Session XP GP Downtime ▲ Renown Magic Items
2023-07-01 19:00 CCC-BMG-13 PHLAN1-1 Sepulture 19 1250 10 Miltiades’s Shield Show

+1 level up
1,250GP each
10 Downtime Days

Consumables:
1 Potion of Greater Healing
1 Spell Scroll, Lesser Restoration
1 Spell Scroll, Windwall
1 Spell Scroll, Zone of Truth

Eihim’s Traveling Spellbook
This slim traveling spellbook is bound in heavy
leather with the mage sigil of Eihim the Archmage,
a star burst atop the heraldry of the town of Phlan,
embossed on the cover. It contains the following
spells:
1st - detect magic, identify, mage armor, magic
missile;
2nd - detect thoughts, mirror image, misty step;
3rd - counterspell, fly, lightning bolt;
4th - banishment, evard’s black tentacles, fire
shield, stoneskin;
5th - cone of cold, wall of force;
6th - disintegration;
7th - teleport;
8th - maze;
9th - time stop.

Players:
@Gon Prie
@Wreckgar
@Maximo 'Max' Alfonsi (KaYa)
@Beggu

2023-10-07 20:00 SJ-DC-PANDORA-JWEI-03A (Playtest) 20 10 Black Root of Clathrus Archeri (Staff of Defense with the Wicked property) Show

Episode III: Astheneia
Of Pandora and an Unforgettable Tale
DM: Jwei
Date: 07/10/23, 8pm
Module: SJ-DC-PANDORA-JWEI-03A (Playtest)
2 hours playtime
You may gain a level and 10 Downtime days.
You are rewarded a total of 0 gp, to be divided among the players.

Spellwrought Tattoo of Lesser Restoration
Spell Scroll of Lesser Restoration

Story Awards:
Disease Shard Collected. You collected the Disease shard. This story award may become relevant in future SJ-DC-PANDORA-JWEI adventures.

Felix’s Caregiver. You took the initiative of visiting and caring for Astheneia’s daughter upon yourself. She can truly rest in peace now.

2024-01-12 21:30 DDHC-KGV - Keys from the Golden Vault (Chapter 13: Fire and Darkness) 21 15882 10 Rope of Entanglement, Ring of Telekinesis, Figurine of Wondrous Power (Bronze Griffon), Mace of Terror, Instrument of the Bards (Cli Lyre), Brazier of Commanding Fire Elementals Show

Server: Players Helping Players
Players:
@Danerfull as Balan Riposo
@Healing Damage as Leafy the Turtle
@J (Really J!) as Esme
@BladelockJoe as Hulkk
GP: 63,530.3 gp (15,882gp, 5sp, and 7cp per character the rest is given to charity)

Potion of Resistance (Fire)
Vial of Midnight Tears Poison

Story Award:
Redemption
@Healing Damage - Blessing of Understanding
@Danerfull - Blessing of Understanding
@J (Really J!) - Blessing of Understanding
@BladelockJoe - Blessing of ???

Service Awards:
Dungeon Mastering. Game was run 21:30:00-02:30 (5 Hours). Preparation time was 1 hour.
Using Safety Tools. +1 (for every 4 Hours run)
Streamed Games. No stream.
Total: DM gets 7 Service Awards while players get 0 Service Awards.

2021-06-22 18:00 CCC-CIC-01 The Vault of the Devourer 1 80 10 Boots of the Winterlands Show

Players: Leafy the Turtle, Sajukar, Brother Lazarus, Legolas, Evandale, Alfin
Hours played: 5 hours (can advance a level)
Consumables: Potion of Healing (Evandale), Spell scroll of Arms of Hadar (Leafy)

2023-06-26 20:00 DDHC-TYP - Tales from the Yawning Portal (Chapter 7: Tomb of Horrors) 17 10168 10 Show

GP: 25,292pp, 3gp, 1ep, 2sp (5,058pp, 4gp, 1ep, 2sp, 4cp per character and none for charity :< )
Server: Players Helping Players
Players:

Magic Items:
+1 Flail
Weapon, Uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.

Berserker Axe (Greataxe)
Weapon(Greataxe), Rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.
Curse. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.
Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.

Defender (Greatsword)
Weapon, Legendary (requires attunement)
You gain a +3 bonus to attack and damage rolls made with this magic weapon.
The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.

Ring of Feather Falling
Ring, Rare (requires attunement)
When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.

Ring of Resistance (Fire)
Ring, Rare (requires attunement)
You have resistance to fire damage while wearing this ring. The ring is set with garnet.

Spear of Backbiting
Weapon (spear), Very Rare (requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, its normal and long ranges both increase by 30 feet, and it deals one extra die of damage on a hit. After you throw it and it hits or misses, it flies back to your hand immediately.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one.
Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear.

Sword of Vengeance (Shortsword)
Weapon, Uncommon (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Curse. This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.
In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it.

You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties.

Ring of Animal Influence
Ring, Rare
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells:

Animal friendship (save DC 13)
Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower
Speak with animals

Rod of Absorption (44 Charges left)
Rod, Very Rare (requires attunement)
While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy—not the spell itself—is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell.
When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored.
If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot.
A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.

Staff of Power
Staff, weapon, Very Rare (requires attunement by a sorcerer, warlock, or wizard)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.
The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage roll but loses all other properties. On a 20, the staff regain 1d8 + 2 charges.
Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.
Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges).
Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.
You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.

Distance from Origin Effect

10 ft. away or closer 8 × the number of charges in the staff

11 to 20 ft. away 6 × the number of charges in the staff

21 to 30 ft. away 4 × the number of charges in the staff

Cape of the Mountebank
Wondrous item, Rare
This cape smells faintly of brimstone. While wearing it, you can use it to cast the dimension door spell as an action. This property of the cape can't be used again until the next dawn.
When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke.

Candle of Invocation (Lawful Neutral)
Wondrous item, Very Rare (requires attunement)
The candle's magic is activated when the candle is lit, which requires an action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle's total burn time.
While lit, the candle sheds dim light in a 30-foot radius. Any creature within that light whose alignment matches that of the candle makes attack rolls, saving throws, and ability checks with advantage. In addition, a cleric or druid in the light whose alignment matches the candle's can cast 1st-level spells he or she has prepared without expending spell slots, though the spell's effect is as if cast with a 1st-level slot.
Alternatively, when you light the candle for the first time, you can cast the gate spell with it. Doing so destroys the candle.

Manual of Iron Golems (Say Hello to Hawrolled)
Wondrous item, Very Rare
This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage.
To create an iron golem, you must spend 120 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 100,000 gp to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.

Consumables:
Potion of Healing
Oil of Slipperiness
Potion of Growth
Potion of Psychic Resistance
Potion of Water Breathing
Potion, Uncommon
Elixir of Health
Potion of Diminution
Potion of Heroism
Potion, Rare
Potion of Invulnerability
Potion, Rare
Oil of Sharpness
Potion, very rare
Potion of Invisibility
Potion of Speed
Potion of Supreme Healing
Potion of Vitality
Spell Scroll of Absorb Elements
Spell Scroll of Find Familiar
Spell Scroll of Frost Fingers
Spell Scroll of Shield
Spell Scroll of Tenser's Floating Disk
Spell Scroll of Magic Mouth
Spell Scroll of Misty Step
Spell Scroll of Leomund's Secret Chest
Spell Scroll of Animate Objects
Spell Scroll of Contact Other Plane
Spell Scroll of Far Step
Spell Scroll of Infernal Calling
Spell Scroll of Legend Lore
Spell Scroll of Rary's Telepathic Bond

Service Awards:
Time: 21:00-23:30 (4 Hours)
Using Safety Tool = +1 (+1 per 4 hours of the game)
Stream: I streamed the game.
The DM gets a total of 9 Service Award while all players get 4 Service Award.

SOP
Rod of Alertness
Ring of Evasion

Candle of Invocation (LN)
WIS Tome
Belt of Fire Giant (edited)

2021-08-21 20:00 DDHC-TYP-WPM White Plume Mountain (sessions 1, 2, and 3) 5 240 20 Ring of Protection, Necklace of Prayer Beads Show

DDHC-TYP - Tales from the Yawning Portal (Chapter 4:White Plume Mountain) Session 1
Players (Same for all 3 Sessions): @Hunyooooo | Dok Kaka Iba@The Art of Get Me Out | Leafy The Turtle@Mr. Meme | Wile Din@Aer | Vespa Hymn@PeanutBudderJ | Ferrous Paia@Vin23 | Vindi Vall@dgarmsen | Enrile

Consumables:
Potion of Mind Reading
Potion of Flying
Spell Scroll of Conjure Minor Elementals
Spell Scroll of Dispel Magic
Spell Scroll of Fear
Spell Scroll of Hold Person
Spell Scroll of Magic Mouth

Magic Items:
+1 Chain mail
Armor, rare

Others: (Ponce)
Snarla's Spellbook
-1st level: magic missile, shield, thunderwave
-2nd level: mirror image, web
-3rd level: dispel magic, fear, haste, stinking cloud

DDHC-TYP - Tales from the Yawning Portal (Chapter 4:White Plume Mountain) Session 2
Hours Ran: 2 (22:00-24:00)

Magic Items:
Stone of Good Luck
Wonderous item, uncommon (requires attunement)

Boots of Striding and Springing
Wondrous Item, uncommon (requires attunement)

Goggles of Night
Wondrous Item, uncommon

DDHC-TYP - Tales from the Yawning Portal (Chapter 4: White Plume Mountain) Session 3
Hours Ran: 4 (00:00-4:00)

Consumables:
Scroll of Protection (Fiends)

Magic Items:
Potion of Greater Healing
potion, uncommon

Ring of Protection
wonderous item, rare (requires attunement)

Ring of Spell Storing
wonderous item, rare (requires attunement)

Armor of Vulnerability (slashing)
Armor (plate), rare (requires attunement)

Story Awards:
First Weapon Returned
Max gold for their level for each character in the party, and each character may choose five rare consumables (following normal rules for the number of pieces of magical ammunition). A character could, for example, choose 2 potions of superior healing, 2 spells scroll of greater restoration, and 1d6 +2 crossbow bolts. (2 Superior Potions of Healing, 1 Potion fo Invulnerability, 1 Potion of Heroism, 1 Potion of Water Breathing)

Second Weapon Returned
Each character may choose one of the following items: arrow catching shield, bracers of defense, canaith mandolin, necklace of prayer beads (with six beads), staff of the woodlands, +2 wand of the war mage, or a +2 weapon.

Third Weapon Returned
The Lich King's Blessing(Under my table only or on cool Dungeon Masters, no mechanical benefit just a cool name)
Blessing of protection or a Blessing of weapon enhancement (player choice) and when the character gains 17th level can claim one of these legendary items for their own use subject to the MIL (Magic Item Limit) restrictions.

Rewards
1. 2 Superior Potions of Healing, 1 Potion fo Invulnerability, 1 Potion of Heroism, 1 Potion of Water Breathing
2. Necklace of Prayer Beads (rolled 6 - Bless, 13 - Greater Restoration, 11 2nd Level Cure Wounds, 7 - Bless, 4 - Bless, 16 - Greater Restoration)
3. Blessing of Protection

2021-08-30 13:58 Trade Log Gauntlets of Ogre Power > Sending Stones (flavored) Show Trade Log

Player: Ian O'Donnell
DCI: 5317866663
Character: Talis
Item: Sending Stones, flavored
From: CCC-CIC-04 Best Friends Forever
Traded at the table

2021-08-30 12:08 CCC-CIC-04 Best Friends Forever 6 120 Sending Stones (Mr. Wubsy) Show

Players: Biafynder, Leafy, Maerie, Talis
Hours played: 4 hours

Story Award:
Gratitude of the Von Finklestein Family
You have made an ally of the von Finklestein Family. You may use this favor one of two ways. You may either cash in this favor to gain a spell scroll with a Player's Handbook wizard spell of 3rd-level or lower, or you gain access to a new downtime activity. At the end of any adventure, you may spend 10 downtime to visit the family and their secret arcane library. While at the library you may scribe a Player's Handbook wizard spell of 3rd-level or lower into your spell book or book of shadows for no additional gold cost beyond the cost to scribe a spell.

2021-07-11 23:51 CCC-DWB-TRM-1 - The Red Mirage 7 80 Helm of Comprehend Languages Show DM Log

Player: GreatEnabler | HM, Rodello - Ogami, @Jhanine | Lala Twin Star, Gte - Lazarus, Lowidex | Boris, Gojo, Alfin, Roo
Hours played: 5 hours (JESUS CHRIST)
Downtime: 10 (If you leveled up)
Level of Advancement: 1
Gold: 80GP (max gold)
Consumable(s): 2 Potions of Psychic Resistance (Roo and HM)
Story Award(s): N/A
Magic Item:
Helm of Comprehend Languages (U, RA)

2021-06-24 18:00 CCC-GLIP-01-01 Glip-Dak 2 40 Manke’s Die (Charalan’s Die) , Arrk's Greatsword (Greatsword +1) Show

Hours played: 2 hours
Gold: 40
Consumables: N/A

Story Award:
Vadd Narkoz
Guard Captain Hrogar invites you to a private ceremony within the central hall of Glip Dak, a massive Netherese building of exotic stone. There he and other officers thank you for your service and discretion, awarding you Vadd Narkoz, “Strong Warrior,” in this private proclamation. The hobgoblins of Glip Dak acknowledge you as a worthy and trusted ally.

For future Glip Dak modules, the adventurer has advantage on Charisma checks when interacting
with Kroth Magg soldiers and guards.