Show Log Entry
Adventure Title
DDHC0-DoIP Woodland Manse
DDHC0-DoIP Woodland Manse
Session
Date Played
2025-09-10 19:00:00 UTC
2025-09-10 19:00:00 UTC
Levels Gained
1
1
GP +/-
5
5
Downtime +/-
10.0
10.0
Location Played
Unofficial Roll20 D&D AL Deutschland
Unofficial Roll20 D&D AL Deutschland
DM Name
Karrakasz/Neels
Karrakasz/Neels
DM DCI Number
000000000
000000000
Notes
#### **Bought** #### **Sold** #### **Gained** 1x Dust of Disappearance **Books** 1x Talos, 1x Primal Nature Spirits #### **Used**
#### **Bought** #### **Sold** #### **Gained** 1x Dust of Disappearance **Books** 1x Talos, 1x Primal Nature Spirits #### **Used**
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Boots of Elvenkind | Uncommon | DDHC0-DoIP Woodland Manse | true | ||
Wondrous item, uncommon While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have Advantage on Dexterity (Stealth) checks. | |||||
Staff of Birdcalls | Common | DDHC0-DoIP Woodland Manse | true | ||
Staff, weapon, common Simple weapon, melee weapon 4 lb. 1d6 Bludgeoning Versatile (1d8) Mastery: Topple This wooden staff is decorated with bird carvings. It has 10 charges. While holding it, you can take a Magic action to expend 1 charge from the staff and cause it to create one of the following sounds, which can be heard out to 120 feet: a finch's chirp, a raven's caw, a duck's quack, a chicken's cluck, a goose's honk, a loon's call, a turkey's gobble, a seagull's cry, an owl's hoot, or an eagle's shriek. Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff explodes in a harmless cloud of bird feathers and is lost forever. 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. | |||||
Cloak of Billowing | Common | DDHC0-DoIP Woodland Manse | true | ||
Wondrous item, common While wearing this cloak, you can take a Bonus Action to make it billow dramatically for 1 minute. | |||||
Immovable Rod | Uncommon | DDHC0-DoIP Woodland Manse | true | ||
Rod, uncommon 2 lb. This iron rod has a button on one end. You can take a Utilize action to press the button, which causes the rod to become magically fixed in place. Until you or another creature takes a Utilize action to push the button again, the rod doesn't move, even if it defies gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can take a Utilize action to make a DC 30 Strength (Athletics) check, moving the fixed rod up to 10 feet on a successful check. |