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Adventure Title
DDHC-CM Alkazaar's Appendix
DDHC-CM Alkazaar's Appendix
Session
Date Played
2022-03-07 23:41:00 UTC
2022-03-07 23:41:00 UTC
Levels Gained
GP +/-
2301.4
2301.4
Downtime +/-
10.0
10.0
Location Played
DM Name
WasabiPrime
WasabiPrime
DM DCI Number
3320826192
3320826192
Notes
#### Found Potion of Healing Spell Scroll Wish (9th) #### Used Potion of greater Healing 3x Holy Water
#### Found Potion of Healing Spell Scroll Wish (9th) #### Used Potion of greater Healing 3x Holy Water
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Animated Shield | Very Rare | Purple Worm Poo | true | ||
#### Animated Shield *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. | |||||
Ring of Acid Resistance | Rare | Purple Worm Poo | true | ||
#### Ring of Acid Resistance *Ring, rare (requires attunement)* You have resistance to acid damage while wearing this ring. | |||||
Dwarven Plate | Very Rare | Purple Worm Poo | true | ||
#### Dwarven Plate *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. | |||||
Ring of Protection | Rare | true | |||
#### Ring of Protection *Ring, rare (requires attunement)* You gain a +1 bonus to AC and saving throws while wearing this ring. | |||||
Wand of Fear | Rare | true | |||
#### Wand of Fear *Wand, rare (requires attunement)* This wand has 7 charges for the following properties. It 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. Command. While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the command spell (save DC 15). Cone of Fear. While holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is 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 willingly move to a space within 30 feet of you. It also can't take reactions. 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 use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. | |||||
Horn of Blasting | Rare | true | |||
#### Horn of Blasting *Wondrous item, rare* You can use an action to speak the horn’s command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn’t deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6. Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn. | |||||
Staff of Withering | Rare | true | |||
#### Staff of Withering *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. | |||||
Longbow +2 | Rare | true | |||
#### Longbow +2 *Weapon (longbow), rare* You have a +2 bonus to attack and damage rolls made with this magic weapon. | |||||
Wand of Polymorph | Very Rare | true | |||
#### Wand of Polymorph *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. |