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Adventure Title
PS-DC-GLITCH-01-Roots, Bloody Roots - Parte 2
PS-DC-GLITCH-01-Roots, Bloody Roots - Parte 2
Session
1
1
Date Played
2024-07-12 20:00:00 UTC
2024-07-12 20:00:00 UTC
Levels Gained
0
0
GP +/-
12500
12500
Downtime +/-
10.0
10.0
Location Played
Adventures League Server
Adventures League Server
DM Name
DM Corvo
DM Corvo
DM DCI Number
3103601006
3103601006
Notes
Death's Baton - Wand of Conducting (Minor Property - WarLeader) Iron Horn Of Valhalla (Minor Property - WarLeader) **War Leader.** The bearer can use an action to cause his or her voice to carry clearly for up to 300 feet until the end of the bearer’s next turn. Blessing of Magic Resistance Story Award - Passagem para Valhalla 12500 PO
Death's Baton - Wand of Conducting (Minor Property - WarLeader) Iron Horn Of Valhalla (Minor Property - WarLeader) **War Leader.** The bearer can use an action to cause his or her voice to carry clearly for up to 300 feet until the end of the bearer’s next turn. Blessing of Magic Resistance Story Award - Passagem para Valhalla 12500 PO
Magic Items
| Name | Rarity | Location | Table | Result | Counts? |
|---|---|---|---|---|---|
| Iron Horn Of Valhalla (Minor Property - WarLeader) | Legendary | PS-DC-GLITCH-01-Roots, Bloody Roots | true | ||
| *Wondrous item, rarity varies* You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed. Four types of horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly. d100 Horn Type Berserkers Summoned Requirement 01-40 Silver 2d4 + 2 None 41-75 Brass 3d4 + 3 Proficiency with all simple weapons 76-90 Bronze 4d4 + 4 Proficiency with all medium armor 91-00 Iron 5d4 + 5 Proficiency with all martial weapons If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands. **War Leader.** The bearer can use an action to cause his or her voice to carry clearly for up to 300 feet until the end of the bearer’s next turn. | |||||
| Blessing of Magic Resistance | Common | PS-DC-GLITCH-01-Roots, Bloody Roots | true | ||
| You have advantage on saving throws against spells and other magical effects. | |||||
| Death's Baton - Wand of Conducting (Minor Property - WarLeader) | Common | PS-DC-GLITCH-01-Roots, Bloody Roots | true | ||
| *Wand, common* This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and create orchestral music by waving it around. The music can be heard out to a range of 60 feet and ends when you stop waving the wand. The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, a sad tuba sound plays as the wand crumbles to dust and is destroyed. **War Leader.** The bearer can use an action to cause his or her voice to carry clearly for up to 300 feet until the end of the bearer’s next turn. | |||||