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Adventure Title
Session
Date DMed
2025-02-28 19:30
Session Length (Hours)
Avg Party Level
Location DMed
XP Gained
GP +/-
Downtime +/-
Renown
Missions
Date Assigned
2025-02-28 19:30
Character to Apply Rewards
Murmel
Notes
LEGENDARY: Legendary magic items cost 40* service hours each. Legendary reward + 40 downtime days

Magic Items

Character Name Rarity Location Table Result Counts?
Murmel Vicious Whip Rare DDHC-TOA-12 Encounters in the Jungles of Chult true
Weapon, rare Martial weapon, melee weapon 3 lb. 1d4 Slashing Finesse, Reach Mastery: Slow 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. Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Reach. A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it. Mastery: Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.
Murmel The First Sword Legendary PO-BK-03-11 - Covenant of the Blood Goddess true
Ascended Amethyst Dragon's Breath Longsword Weapon, legendary (requires attunement) Martial weapon, melee weapon 3 lb. 1d8 Slashing Versatile (1d10) Mastery: Sap This weapon is decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon's hoard, it absorbs the energy of the dragon's breath weapon and deals damage of that type with its special properties. Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon's breath weapon. You gain a +3 bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra 3d6 damage of the type dealt by the dragon's breath weapon. As an action, you can unleash a 60-foot cone of destructive energy from the weapon. Each creature in that area must make a DC 18 Dexterity saving throw, taking 12d6 damage of the type dealt by the dragon's breath weapon on a failed save, or half as much damage on a successful one. Once this action is used, it can't be used again until the next dawn. The wide blade of this exquisite weapon is inlaid with draconic runes of violet amethyst. Its grip is fashioned in the shape of a coiled snake, with the pommel as its head. The sword was initially created by yuan-ti smiths on the plane of Vudra. As a mundane blade, it was then lost by its wielder during a failed conquest of a dragon-ruled realm. It gained its magic over centuries of languishing in an amethyst dragon’s hoard, before being recovered by a raid of conquering mariliths. The mariliths returned it to their home plane of Vudra, where it was often used as the first blade of its greatest champions, including — legends say — Shaktari herself.
Murmel Clockwork Amulet Common CCC-DPIP-01 The Toils And Troubles of Minauros false
Wondrous item, common This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. Faint ticking and whirring noises emanate from within. When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can't be used again until the next dawn. Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don't have the Incapacitated condition.