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Adventure Title
D&D® ADVENTURERS LEAGUE SERVICE AWARDS-12-C
Session
1
Date DMed
2024-02-07 10:13
Session Length (Hours)
Avg Party Level
Location DMed
XP Gained
GP +/-
10000
Downtime +/-
Renown
Missions
Date Assigned
2024-02-07 10:23
Character to Apply Rewards
Malcoth Autumnrunner
Notes
D&D® ADVENTURERS LEAGUE SERVICE AWARDS-12-C 193 SH acumuladas: VERY RARE REWARDS (Rare reward + 10000 gp) - Escolhido item Purple Wyvernhide Belt (FR-DC-PANDORA-JWEI-06) + 10000 GP + 1 Level = -20 SH LEGENDARY REWARDS (Very Rare reward + 40 DT) - Escolhido item Harp of Gilded Plenty (D&D® ADVENTURERS LEAGUE SERVICE AWARDS-12-C) + 40 DT + 1 Level = -80 SH LEGENDARY REWARDS (Very Rare reward + 40 DT) - Escolhido item Longbow of the Healing Hearth (D&D® ADVENTURERS LEAGUE SERVICE AWARDS-12-C) + 40 DT + 1 Level = -80 SH COMMON OR UNCOMMON REWARDS (Common or Uncommon reward + 10 DT)- Escolhido item Prehistoric Figurine of Wondrous Power (Pyrite Plesiosaurus) (D&D® ADVENTURERS LEAGUE SERVICE AWARDS-12-C) + 10 DT + 1 Level = - 5 SH COMMON OR UNCOMMON REWARDS (Common or Uncommon reward + 10 DT)- Escolhido item Weapon of Warning Rapier (D&D® ADVENTURERS LEAGUE SERVICE AWARDS-12-C) + 10 DT + 1 Level = - 5 SH

Magic Items

Character Name Rarity Location Table Result Counts?
Malcoth Autumnrunner Purple Wyvernhide Belt (Dragonhide Belt +3 with Guardian Property) Very Rare FR-DC-PANDORA-JWEI-06 true
**Purple Wyvernhide Belt (Dragonhide Belt +3 with Guardian Property)** *Wondrous Item, Very Rare (Requires Attunement by a Monk)* This finely detailed belt is made of dragonhide. While wearing it, you gain a bonus (+3) to the saving throw DCs of your ki features. The bonus is determined by the belt’s rarity. In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can’t use this action again until the next dawn. This dragonhide belt is made from the scales of the ‘Purple Dragon Reborn’. Whenever a creature is stunned by the wearer, the scales flare purple and a dragon roar booms proudly. Guardian Property. The belt whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.
Malcoth Autumnrunner Prehistoric Figurine of Wondrous Power (Pyrite Plesiosaurus) Uncommon Service Awards 12-C true
*Wondrous Item, uncommon* Larger and more roughly hewn than typical figurines of wondrous power, these statuettes depict dinosaurs and related creatures from the earliest days of the world. As an action, you can throw a prehistoric figurine of wondrous power to a point on the ground within 60 feet of yourself while speaking a command word, whereupon the figurine magically transforms into a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creature’s statistics. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its statuette form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. Pyrite Plesiosaurus. This figurine becomes a plesiosaurus for up to 12 hours and can be ridden as a mount. Once it has been used, it can’t be used again until 4 days have passed. While you are riding the plesiosaurus, you can use it to cast water breathing at will.
Malcoth Autumnrunner Harp of Gilded Plenty Legendary D&D® ADVENTURERS LEAGUE SERVICE AWARDS-12-C true
Wondrous Item, legendary (requires attunement) This golden harp is sculpted in the image of the god Iallanis, depicted as a young cloud giant woman. When a creature comes within 5 feet of the harp, the instrument animates and is capable of speaking, singing, and playing by itself. Whenever you attempt to attune to the harp, you must first make either a DC 15 Charisma (Performance) check or a DC 20 Charisma (Persuasion) check to convince the harp that you are worthy, attuning to the harp on a success. If you fail, you can’t attempt to attune to the harp again until the next dawn. Once you have successfully attuned to the harp, the harp resizes to suit you. Stalwart Song. Whenever you make a Charisma check while attuned to the harp, you can treat a roll of 9 or lower on the die as a 10. Feast of Plenty. If you spend 10 minutes playing the harp, you can cast the heroes’ feast spell from it. Once this property is used, it can’t be used again until 1d10 + 10 days have passed. Soothing Melody. As an action, you can use the harp to cast the calm emotions spell (save DC 19). When the spell is cast using the harp, its duration increases to 1 hour, provided you maintain concentration on the spell. This property can be used five times, and it regains all uses at dawn. Sentience. The harp is a sentient, chaotic good object with an Intelligence of 13, a Wisdom of 15, and a Charisma of 20. It has hearing and darkvision to a range of 120 feet. The harp can speak, read, and understand Common and Giant. It can also communicate telepathically with the creature attuned to it. The harp has a dramatic and pompous personality, taking extreme pride in the quality of music produced from its strings. If the harp is shorter than 6 feet tall, it bemoans its height.
Malcoth Autumnrunner Longbow of the Healing Hearth Legendary D&D® ADVENTURERS LEAGUE SERVICE AWARDS-12-C true
*Weapon (longbow), legendary (requires attunement)* This ivory longbow is inscribed with a prayer to the god Hiatea, the runes of which are entwined with gilded engravings of wheat stalks and deer antlers. You gain a +3 bonus to attack and damage rolls made with this weapon. If you load no ammunition in the weapon, it produces its own, automatically creating one magic arrow when you pull back the string. The arrow created by the bow vanishes the instant after it hits or misses a target. The bow has 8 charges for the following properties, which you can use while wielding the bow. The bow regains 1d4 + 1 charges daily at dawn. Curative Arrow. When you take the Attack action using the bow, you can expend 1 charge to replace one of your attacks with a blazing arrow of curative magic, which automatically hits one creature you can see within 150 feet of you. The target can then immediately spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your Wisdom modifier (minimum of +1). If the target has no unspent Hit Dice remaining, nothing happens. You can use a curative arrow only once per turn. Spellcasting. While holding the bow, you can use an action to expend 1 or more of its charges to cast one of the following spells from it (save DC 18): create food and water (1 charge), warding bond (2 charges), guardian of faith (3 charges). Proficiency with a longbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Malcoth Autumnrunner Rapier (Weapon of Warning) Uncommon D&D® ADVENTURERS LEAGUE SERVICE AWARDS-12-C true
Weapon (any), uncommon (requires attunement) This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can’t be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.