Show Log Entry

Adventure Title
DDHC-CM-16 Alkazar's Apendix
Session
Date Played
2025-02-08 19:00:00 UTC
Levels Gained
GP +/-
7125
Downtime +/-
10.0
Location Played
Roll20
DM Name
Echo
DM DCI Number
--
Notes
**Used and repurchased** 1x Potion of Superior Healing -1.000 GP 2x Potion of Heroism -2.000 GP 1x Spell Scroll of Greater Restoration -2.000 GP **Found** 1x Netheresische Haushaltszauber (Wish Spellscroll) **Charm of Nine Lives** When you drop to 0 hit points as a result of taking damage, you can choose to drop to 1 hit point instead. Once used nine times, the charm goes away. **Charm of the Mirage** This charm can be bestowed by a chwinga living a desert by using their Magical Gift action. This charm allows you to cast the hallucinatory terrain spell (save DC 15) as an action. Once used, this charm vanishes from you.

Magic Items

Name Rarity Location Table Result Counts?
Candle of Invocation Very Rare DDHC-CM-16 Alkazar's Apendix false
Wondrous item, very rare (requires attunement) This candle's magic is activated when the candle is lit, which requires a Magic action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from its total burn time. While lit, the candle sheds Dim Light in a 30-foot radius. While you are within that light, you have Advantage on D20 Tests. In addition, a Cleric or Druid in the light can cast level 1 spells they have prepared without expending spell slots. Alternatively, when you light the candle for the first time, you can cast Gate with it. Doing so destroys the candle. The portal created by the spell links to a particular Outer Plane chosen by the DM or determined by rolling on the following table. 78-85 Mount Celestia
Dwarven Thrower Very Rare DDHC-CM-16 Alkazar's Apendix false
Weapon (Warhammer), very rare (requires attunement by a dwarf) Martial weapon, melee weapon 5 lb. 1d8 Bludgeoning Thrown (20/60 ft.), Versatile (1d10) Mastery: Push You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. It has Thrown with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 Force damage, or an extra 2d8 Force damage if the target is a Giant. Immediately after hitting or missing, the weapon flies back to your hand. Thrown. If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon. Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack. Mastery: Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Cube of Force Rare DDHC-CM-16 Alkazar's Apendix false
Wondrous item, rare (requires attunement) This cube is about an inch across. Each face has a distinct marking on it. You can press one of those faces, expend the number of charges required for it, and thereby cast the spell associated with it, as shown in the Cube of Force Faces table. The cube starts with 10 charges, and it regains 1d6 expended charges daily at dawn. Cube of Force Faces Mage Armor 1 Shield 1 Leomund's Tiny Hut 3 Mordenkainen's Private Sanctum 4 Otiluke's Resilient Sphere 4 Wall of Force 5
Daern's Instant Fortress Rare DDHC-CM-16 Alkazar's Apendix false
Wondrous item, rare (requires attunement) As a Magic action, you can place this 1-inch adamantine statuette on the ground and, using a command word, cause it to grow rapidly into a square adamantine tower. Repeating the command word causes the tower to revert to statuette form, which works only if the tower is empty. Each creature in the area where the tower appears is pushed to an unoccupied space outside but next to the tower. Objects in the area that aren't being worn or carried are also pushed clear of the tower. The tower is 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder, staircase, or ramp (your choice) connecting them. This ladder, staircase, or ramp ends at a trapdoor leading to the roof. When created, the tower has a single door at ground level on the side facing you. The door opens only at your command, which you can issue as a Bonus Action. It is immune to the Knock spell and similar magic. Magic prevents the tower from being tipped over. The roof, the door, and the walls each have AC 20; HP 100; Immunity to Bludgeoning, Piercing, and Slashing damage except that which is dealt by siege equipment; and Resistance to all other damage. Shrinking the tower back down to statuette form doesn't repair damage to the tower. Only a Wish spell can repair the tower (this use of the spell counts as replicating a spell of level 8 or lower). Each casting of Wish causes the tower to regain all its Hit Points.
Cape of the Mountebank Rare DDHC-CM-16 Alkazar's Apendix false
Wondrous item, rare This cape smells faintly of brimstone. While wearing it, you can use it to cast Dimension Door as a Magic action. This property can't be used again until the next dawn. When you teleport with that spell, you leave behind a cloud of smoke. The space you left is Lightly Obscured by that smoke until the end of your next turn.
Belt of Dwarvenkind Rare DDHC-CM-16 Alkazar's Apendix false
Wondrous item, rare (requires attunement) While wearing this belt, you gain the following benefits: Dwarvish. You know Dwarvish. Friend of Dwarvenkind. You have Advantage on Charisma (Persuasion) checks made to interact with dwarves and duergar. Toughness. Your Constitution increases by 2, to a maximum of 20. In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you can grow one, or a thicker beard if you already have one. If you aren't a dwarf or duergar, you gain the following additional benefits while wearing the belt: Darkvision. You have Darkvision with a range of 60 feet. Resilience. You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition.
Vicious Trident Rare DDHC-CM-16 Alkazar's Apendix false
Weapon, rare Martial weapon, melee weapon 4 lb. 1d8 Piercing Thrown (20/60 ft.), Versatile (1d10) Mastery: Topple This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage. Thrown. If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon. Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack. Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Ring of Lightning Resistance Rare DDHC-CM-16 Alkazar's Apendix false
Ring, rare You have Resistance to Lightning damage while wearing this ring. The ring is set with citrine.
Ring of X-ray Vision Rare DDHC-CM-16 Alkazar's Apendix false
Ring, rare (requires attunement) While wearing this ring, you can take a Magic action to gain X-ray vision with a range of 30 feet for 1 minute. To you, solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances or a thin sheet of lead block the vision. Whenever you use the ring again before taking a Long Rest, you must succeed on a DC 15 Constitution saving throw or gain 1 Exhaustion level.
Horn of Blasting Rare DDHC-CM-16 Alkazar's Apendix false
Wondrous item, rare You can take a Magic action to blow the horn, which emits a thunderous blast in a 30-foot Cone that is audible out to 600 feet. Each creature in the Cone makes a DC 15 Constitution saving throw. On a failed save, a creature takes 5d8 Thunder damage and has the Deafened condition for 1 minute. On a successful save, a creature takes half as much damage only. Glass or crystal objects in the Cone that aren't being worn or carried take 10d8 Thunder damage. Each use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 Force damage to the user and destroys the horn.
Animated Shield Very Rare DDHC-CM-16 Alkazar's Apendix false
Shield (shield), very rare (requires attunement) 6 lb. AC +2 While holding this Shield, you can take 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 animate for 1 minute, until you take a Bonus Action to end this effect, or until you die or have the Incapacitated condition, at which point the Shield falls to the ground or into your hand if you have one free.
Dwarven Half Plate Armor Very Rare DDHC-CM-16 Alkazar's Apendix false
Medium armor, very rare 40 lb. AC 15 + Dex (max 2) While wearing this armor, you gain a +2 bonus to Armor Class. In addition, if an effect moves you against your will along the ground, you can take a Reaction to reduce the distance you are moved by up to 10 feet. The wearer has Disadvantage on Dexterity (Stealth) checks.
Ring of Acid Resistance Rare DDHC-CM-16 Alkazar's Apendix false
Ring, rare You have Resistance to Acid damage while wearing this ring. The ring is set with pearl.
Staff of Withering Rare DDHC-CM-16 Alkazar's Apendix false
Staff, weapon, rare (requires attunement by a cleric, druid, or warlock) Simple weapon, melee weapon 4 lb. 1d6 Bludgeoning Versatile (1d8) Mastery: Topple 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 and force it to make a DC 15 Constitution saving throw. On a failed save, the target has Disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution. Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack. Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
+2 Longsword Rare DDHC-CM-16 Alkazar's Apendix false
Weapon, rare Martial weapon, melee weapon 3 lb. 1d8 Slashing Versatile (1d10) Mastery: Sap You have a +2 bonus to attack and damage rolls made with this magic weapon. Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack. Mastery: Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Wand of Polymorph Rare DDHC-CM-16 Alkazar's Apendix false
Wand, very rare (requires attunement by a spellcaster) 1 lb. This wand has 7 charges. While holding it, you can expend 1 charge to cast Polymorph (save DC 15) from it. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.