You are not authorized to perform this action.

Show Log Entry

Adventure Title
DDHC- CM-16 Alkazaar's Appendix
Session
1
Date Played
2024-04-16 00:31:00 UTC
Levels Gained
GP +/-
4504
Downtime +/-
10.0
Location Played
DM Name
Bramy
DM DCI Number
Notes
-1x potion of flying -5x arrows +1 -potion of fire breath -wand of secrets -spellscroll of earth bind -glaive +1 -sword of vengeance -adamantine chain-shirt -blasrohr +1 **Charm of Lightning Resistance** This charm can be bestowed by a chwinga living in Amaurok or other hot regions by using their Magical Gift action. This charm allows you to give yourself resistance to lightning damage as an action. This benefit lasts for 24 hours, after which the charm vanishes from you. **Charm of the Mirage.** This charm allows you to cast the hallucinatory terrain spell (save DC 15) as an action. Once used, this charm vanishes from you. Sword of Vengeance Source: Dungeon Master's Guide Weapon (any sword), 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.

Magic Items

Name Rarity Location Table Result Counts?
Animated Shield (VR) Very Rare true
Armor (shield), very rare (requires attunement) While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free.
Dwarven Plate (VR) Very Rare true
Armor (plate), very rare While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.
Longbow +2 (R) Rare true
Weapon (longbow), rare You have a +2 bonus to attack and damage rolls made with this magic weapon.
Ring of Acid Resistance (R) Common true
Ring, rare (requires attunement) You have resistance to acid damage while wearing this ring.
Spell Scroll, Level 9 (L) Legendary true
Scroll, legendary Save DC 19, Attack Bonus +11 A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
Staff of Withering (R) Rare true
Staff, rare (requires attunement by a cleric, druid, or warlock) This staff has 3 charges and regains 1d3 expended charges daily at dawn. The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.
Wand of Polymorph (VR) Common true
Wand, very rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it. 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 ashes and is destroyed.