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Adventure Title
DDHC-CoS Curse of Strahd
DDHC-CoS Curse of Strahd
Session
Date Played
2022-08-16 19:27:00 UTC
2022-08-16 19:27:00 UTC
Levels Gained
GP +/-
Downtime +/-
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DM Name
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Notes
Objet AL: **Holy Symbol of Ravenkind** Story Item **Icon of Ravenloft** Story Item - The Sunsword (une sunblade) - Mace of Terror - Manual of Bodily Health - Sentient Shortsword +1 (avec crusader mantle, sentient, lumière 15/15) - Markovia's Thighbone - Full Plate +2 - Greatsword +2 - Pipes of Haunting - Tome of Understanding - Staff of Frost - Wand of Secrets - Blood Spear - Battleaxe (+1d8 vs plants) - Cloak of protection - Yellow leather bound spellbook (1st- disguise self, mage armor, identify, magic missile, protection from evil and good 2nd- darkvision, hold person, invisibility, magic weapon)
Objet AL: **Holy Symbol of Ravenkind** Story Item **Icon of Ravenloft** Story Item - The Sunsword (une sunblade) - Mace of Terror - Manual of Bodily Health - Sentient Shortsword +1 (avec crusader mantle, sentient, lumière 15/15) - Markovia's Thighbone - Full Plate +2 - Greatsword +2 - Pipes of Haunting - Tome of Understanding - Staff of Frost - Wand of Secrets - Blood Spear - Battleaxe (+1d8 vs plants) - Cloak of protection - Yellow leather bound spellbook (1st- disguise self, mage armor, identify, magic missile, protection from evil and good 2nd- darkvision, hold person, invisibility, magic weapon)
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Sunblade (rare) | Rare | COS | true | ||
**Weapon (longsword), rare (requires attunement)** This item appears to be a Longsword hilt. While grasping the hilt, you can use a bonus Action to cause a blade of pure Radiance to spring into existence, or make the blade disappear. While the blade exists, this magic Longsword has the Finesse property. If you are proficient with shortswords or longswords, you are proficient with the Sun Blade. You gain a +2 bonus to Attack and Damage Rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an Undead with it, that target takes an extra 1d8 radiant damage. The sword’s luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an Action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. | |||||
Mace of Terror (rare) | Rare | true | |||
**Weapon (mace), rare (requires attunement)** This Magic Weapon has 3 Charges. While holding it, you can use an Action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you 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. The mace regains 1d3 expended Charges daily at dawn. | |||||
Manual of bodily health (very rare) | Very Rare | true | |||
**Wondrous item, very rare** This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s Contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century | |||||
Short sword +1 Sentient (very rare) | Very Rare | true | |||
**Weapon (Short sword), Very Rare, Require Attunement** Sentient lawful good +1 shortsword (Intelligence 11, Wisdom 13, Charisma 13). It has hearing and normal vision out to a range of 120 feet. It communicates by transmitting emotion to the creature carrying or wielding it. The sword's purpose is to fight evil. The sword has the following additional properties: The sword continually sheds bright light in a 15-foot radius and dim light for an additional 15 feet. Only by destroying the sword can this light be extinguished. A lawful good creature can attune itself to the sword in 1 minute. While attuned to the weapon, the sword's wielder can use the sword to cast the crusader's mantle spell. Once used, this property of the sword can't be used again until the next dawn. | |||||
Markovia's Thighbone (rare) | Rare | true | |||
**Weapon (mace), rare (requires attunement)** When you hit a fiend or an Undead with this Magic Weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 Hit Points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes Frightened of you until the end of your next turn. While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. | |||||
Full Plate +2 (very rare) | Very Rare | true | |||
**Armor (heavy), very rare** You have a +2 bonus to AC while wearing this armor | |||||
Greatsword +2 (rare) | Rare | true | |||
**Weapon (greatsword), rare** You have a +2 bonus to Attack and Damage Rolls made with this Magic Weapon. | |||||
Pipes of Haunting (uncommon) | Uncommon | true | |||
**Wondrous item, uncommon** You must be proficient with wind Instruments to use these pipes. They have 3 Charges. You can use an Action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become Frightened of you for 1 minute. If you wish, all Creatures in the area that aren’t Hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, Ending the Effect on itself on a success. A creature that succeeds on its saving throw is immune to the Effect of these pipes for 24 hours. The pipes regain 1d3 expended Charges daily at dawn. | |||||
Tome of Understanding (very rare) | Very Rare | true | |||
**Wondrous item, very rare** This book contains intuition and Insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s Contents and practicing its guidelines, your Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. | |||||
Staff of Frost (very rare) | Common | true | |||
Staff of Frost **** Staff, very rare (requires Attunement by a druid, Sorcerer, Warlock, or wizard)**** You have Resistance to cold damage while you hold this staff. The staff has 10 Charges. While holding it, 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: Cone of Cold (5 charges), Fog Cloud (1 charge), Ice Storm (4 charges), or Wall of Ice (4 charges). The staff regains 1d6 + 4 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns to water and is destroyed. | |||||
Wand of Secrets (uncommon) | Uncommon | true | |||
**Wand, uncommon** The wand has 3 Charges. While holding it, you can use an Action to expend 1 of its Charges, and if a Secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended Charges daily at dawn. | |||||
Blood Spear (uncommon) | Uncommon | COS | true | ||
**Weapon (spear), uncommon (requires attunement)** Kavan was a ruthless chieftain whose tribe lived in the Balinok Mountains centuries before the arrival of Strahd von Zarovich. Although he was very much alive, Kavan had some traits in common with vampires: he slept during the day and hunted at night, he drank the blood of his prey, and he lived underground. In battle, he wielded a spear stained with blood. His was the first blood spear, a weapon that drains life from those it kills and transfers that life to its wielder, imbuing that individual with the stamina to keep fighting. When you hit with a melee attack using this magic spear and reduce the target to 0 hit points, you gain 2d6 temporary hit points. Any creature can wield the spear,**** but only the character chosen by Kavan**** to wield it gains a +2 bonus to attack and damage rolls made with this magic weapon. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. | |||||
Battle axe (uncommon) | Uncommon | true | |||
**Weapon (Battle Axe), uncommon** Its handle is carved with leaves and vines, and the weapon weighs half as much as a normal battleaxe. When the axe hits a plant, whether an ordinary plant or a plant creature, the target takes an extra 1d8 slashing damage. When a creature of non-good alignment wields the axe, it sprouts thorns whenever its wielder makes an attack with it. These thorns prick the wielder for 1 piercing damage after the attack is made, and this damage is considered magical. |