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Adventure Title
DDHC-CM-16 Alkazar's Apendix
DDHC-CM-16 Alkazar's Apendix
Session
Date Played
2025-03-02 19:00:00 UTC
2025-03-02 19:00:00 UTC
Levels Gained
GP +/-
10855
10855
Downtime +/-
10.0
10.0
Location Played
Roll20
Roll20
DM Name
Echo
Echo
DM DCI Number
/
/
Notes
# Story Awards **Charm of the Throne** You can cast Mordenkainen’s Magnificent Mansion, requiring no spell components and using your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). Once used three times, the charm vanishes from you. **Charm of the Mirage** This charm allows you to cast the hallucinatory terrain spell (save DC 15) as an action. Once used, this charm vanishes from you. # Loot - 10855 GP - Animated Shield - Dwarven Half Plate - Ring of Acid Resistance - Ring of Force Resistance - Sun Blade - Glamoured Studded Leather - Amulet of Health - Wraps of Unarmed Power +3 - Energy Bow - Candle of Invocation (Ysgard) - Wand of Polymorph - Spell Scroll of Wish - Staff of Withering - Longbow +2
# Story Awards **Charm of the Throne** You can cast Mordenkainen’s Magnificent Mansion, requiring no spell components and using your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). Once used three times, the charm vanishes from you. **Charm of the Mirage** This charm allows you to cast the hallucinatory terrain spell (save DC 15) as an action. Once used, this charm vanishes from you. # Loot - 10855 GP - Animated Shield - Dwarven Half Plate - Ring of Acid Resistance - Ring of Force Resistance - Sun Blade - Glamoured Studded Leather - Amulet of Health - Wraps of Unarmed Power +3 - Energy Bow - Candle of Invocation (Ysgard) - Wand of Polymorph - Spell Scroll of Wish - Staff of Withering - Longbow +2
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
☐ (VR/AT) Animated Shield | Very Rare | false | |||
Shield (shield), very rare (requires attunement) 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. | |||||
☐ (VR) Dwarven Half Plate | Very Rare | false | |||
Half Plate, very rare 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. | |||||
☐ (R) Ring of Acid Resistance | Rare | false | |||
Ring, rare You have Resistance to Acid damage while wearing this ring. The ring is set with pearl. | |||||
☐ (R/AT) Sun Blade | Rare | false | |||
Weapon (Longsword), rare (requires attunement) This item appears to be a sword hilt. Blade of Radiance. While grasping the hilt, you can take 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 weapon functions as a Longsword with Finesse. If you are proficient with Longswords or Shortswords, you are proficient with the Sun Blade. You gain a +2 bonus to attack rolls 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. Sunlight. 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 take a Magic action to expand or reduce its radius of Bright Light and Dim Light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. | |||||
☐ (R) Glamoured Studded Leather | Rare | false | |||
Light armor (studded leather armor), rare While wearing this armor, you gain a +1 bonus to Armor Class. You can also take a Bonus Action to cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like—including color, style, and accessories—but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or doff the armor. | |||||
☐ (R/AT) Amulet of Health | Rare | false | |||
Wondrous item, rare (requires attunement) Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher without it. | |||||
☐ (R) Wraps of Unarmed Power +3 | Very Rare | false | |||
Wondrous item, very rare While wearing these wraps, you have a +3 bonus to attack rolls and damage rolls made with your Unarmed Strikes. Those strikes deal your choice of Force damage or their normal damage type. | |||||
☐ (VR/AT) Wand of Polymorph | Very Rare | false | |||
Wand, very rare (requires attunement by a spellcaster) 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. | |||||
☐ (VR/AT) Energy Longbow | Very Rare | false | |||
Longbow, very rare (requires attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energy appears nocked and ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target. Until it disappears, the arrow emits Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. This weapon has the following additional properties. Arrow of Restraint. Whenever you use this weapon to make a ranged attack against a creature, you can try to restrain the target instead of dealing damage to it. If the arrow hits, the target must succeed on a DC 15 Strength saving throw or have the Restrained condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break the restraint, ending the effect on itself on a successful check. Arrow of Transport. As a Magic action, you can fire one energy arrow from this weapon at a target you can see within 60 feet of yourself. The target can be either a willing Medium or smaller creature or an object that isn't being worn or carried, provided the object is small enough to fit inside a 5-foot Cube. The arrow teleports the target to an unoccupied space you can see within 10 feet of you. Energy Ladder. As a Magic action, you can loose a flurry of energy arrows from this weapon at a wall up to 60 feet away from yourself. The arrows become glowing rungs that stick out of the wall, forming a magical ladder up to 60 feet long on the wall. This ladder lasts for 1 minute before disappearing. | |||||
☐ (VR/AT) Candle of Invocation (Ysgard) (240/240 min) | Very Rare | 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. (Ysgard) | |||||
☐ (R/AT) Staff of Withering | Rare | false | |||
Staff, weapon, rare (requires attunement by a cleric, druid, or warlock) 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. | |||||
☐ (R) Longbow +2 | Rare | false | |||
Weapon, rare You have a +2 bonus to attack and damage rolls made with this magic weapon. | |||||
☐ (R) Ring of Force Resistance | Rare | false | |||
Ring, rare You have Resistance to Force damage while wearing this ring. The ring is set with pearl. |