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Adventure Title
DDHC-CM-16 Alkazaar's Appendix
DDHC-CM-16 Alkazaar's Appendix
Session
Date Played
2023-11-19 18:00:00 UTC
2023-11-19 18:00:00 UTC
Levels Gained
1
1
GP +/-
3367
3367
Downtime +/-
10.0
10.0
Location Played
Roll20
Roll20
DM Name
Bramymond
Bramymond
DM DCI Number
Notes
**Endreward: 3367GP = +3367** <br> **Consumables:** * 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. * Spell Scroll: Wish <br> **Magic Items:** * Ring of Acid Resistance * Animated Shield * Dwarven Plate * Horn of Blasting * Staff of Withering * Longbow +2 * Wand of Polymorph <br> **+1 Level:** * Timeless Body
**Endreward: 3367GP = +3367** <br> **Consumables:** * 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. * Spell Scroll: Wish <br> **Magic Items:** * Ring of Acid Resistance * Animated Shield * Dwarven Plate * Horn of Blasting * Staff of Withering * Longbow +2 * Wand of Polymorph <br> **+1 Level:** * Timeless Body
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Ring of Acid Resistance | Rare | true | |||
Ring, rare (requires attunement) You have resistance to acid damage while wearing this ring. | |||||
Animated Shield | Very Rare | true | |||
Armor (shield), very rare (requires attunement) While holding this shield, you can speak its command word as 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 animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free. | |||||
Dwarven Plate | Very Rare | true | |||
Armor (plate), very rare While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet. | |||||
Horn of Blasting | Rare | true | |||
Wondrous item, rare You can use an action to speak the horn’s command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn’t deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6. Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn. | |||||
Staff of Withering | Rare | true | |||
Staff, 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. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution. | |||||
Longbow +2 | Rare | true | |||
Weapon (longbow), rare You have a +2 bonus to attack and damage rolls made with this magic weapon. | |||||
Wand of Polymorph | Very Rare | true | |||
Wand, very rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. | |||||
Spell Scroll, Level 9: Wish | Legendary | true | |||
Scroll, legendary Save DC 19, Attack Bonus +11 A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. Wish |