Show Log Entry

Adventure Title
Season 9 conversion
Session
Date Played
2019-09-23 21:09:00 UTC
Levels Gained
GP +/-
Downtime +/-
Location Played
Myth-Weavers
DM Name
QuirkyJoe
DM DCI Number
7318654574
Notes

Magic Items

Name Rarity Location Table Result Counts?
Faction Ring of Animal Influence(A) Uncommon Emerald Enclave Faction Ring true
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells: Animal friendship (save DC 13) Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower Speak with animals
Renown Bag of Holding Uncommon Renown Item true
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a Heward's handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
Renown Rapier +1 Uncommon Renown Item true
You have a +1 bonus to attack and damage rolls made with this magic weapon. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Renown Short Bow +1 Uncommon Renown Iten true
You have a +1 bonus to attack and damage rolls made with this magic weapon. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way. Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.