Show Log Entry
Adventure Title
BMG-MOONEP-MD-02-The Enchantment of Chaos
BMG-MOONEP-MD-02-The Enchantment of Chaos
Session
2
2
Date Played
2024-03-16 18:00:00 UTC
2024-03-16 18:00:00 UTC
Levels Gained
GP +/-
10000
10000
Downtime +/-
10.0
10.0
Location Played
Wizards of the Coast, and Baldman Games VDDW Player server discord
Wizards of the Coast, and Baldman Games VDDW Player server discord
DM Name
George Sanders
George Sanders
DM DCI Number
Notes
****Advancement Each character may gain a level and 10 downtime days Gold Each character gains 10,000gp Wrap-Up 50,000 gp from High Lord Araithe Magic Items - Permanent Rod of Lordly Might Ring of Water Walking Magic Items - Consumable Potion of Speed Spell Scroll of Regenerate Potion of Vitality Magic Items - Boons Story Awards HERO OF KARADOR You have saved Karador and the Feywild from monstruous plots. You are considered a hero among the fey and Ffolk of Gwynneth, and beyond. Your name will be sung and your tales scribed for many generations to come. Thank you! Thanks so much for playing! This game will be open for a week or so and then deleted - make sure you've exported your characters and recorded your rewards! Keep track of character choices and notes, they will be important in future game! Here is the information for your Adventurer's League Log sheet. Adventure Code: BMG-MOONEP-MD-02 Adventure Name: The Enchantment of Chaos Date: 3/16/2024 DM: George Sanders
****Advancement Each character may gain a level and 10 downtime days Gold Each character gains 10,000gp Wrap-Up 50,000 gp from High Lord Araithe Magic Items - Permanent Rod of Lordly Might Ring of Water Walking Magic Items - Consumable Potion of Speed Spell Scroll of Regenerate Potion of Vitality Magic Items - Boons Story Awards HERO OF KARADOR You have saved Karador and the Feywild from monstruous plots. You are considered a hero among the fey and Ffolk of Gwynneth, and beyond. Your name will be sung and your tales scribed for many generations to come. Thank you! Thanks so much for playing! This game will be open for a week or so and then deleted - make sure you've exported your characters and recorded your rewards! Keep track of character choices and notes, they will be important in future game! Here is the information for your Adventurer's League Log sheet. Adventure Code: BMG-MOONEP-MD-02 Adventure Name: The Enchantment of Chaos Date: 3/16/2024 DM: George Sanders
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Rod of Lordly Might | Legendary | BMD-MOONEP-MD-02-The Enchantment of Chaos | true | ||
od, legendary (requires attunement) A long rod that appears to be made of oaken wood as hard as steel. The wood seems to shift and change as it is viewed from a different angle, perhaps a lingering remnant of the mythal’s fracturing effect. This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below. Six Buttons. You can press one of the rod’s six buttons as a bonus action. A button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form. If you press button 1, the rod becomes a flame tongue, as a fiery blade sprouts from the end opposite the rod’s flanged head (you choose the type of sword). If you press button 2, the rod’s flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic battleaxe that grants a +3 bonus to attack and damage rolls made with it. If you press button 3, the rod’s flanged head folds down, a spear point springs from the rod’s tip, and the rod’s handle lengthens into a 6-foot haft, transforming the rod into a magic spear that grants a +3 bonus to attack and damage rolls made with it. If you press button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form. If you press button 5, the rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers. If you press button 6, the rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it. Drain Life. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target takes an extra 4d6 necrotic damage, and you regain a number of hit points equal to half that necrotic damage. This property can’t be used again until the next dawn. Paralyze. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Strength saving throw. On a failure, the target is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. This property can’t be used again until the next dawn. Terrify. While holding the rod, you can use an action to force each creature you can see within 30 feet of you to make a DC 17 Wisdom saving throw. On a failure, a target is frightened of you for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can’t be used again until the next dawn. Damage: 1d6+3 Damage Type: Bludgeoning Weight: 4 | |||||
Ring of Water Walking | Uncommon | BMD-MOONEP-MD-02-The Enchantment of Chaos | true | ||
Ring, uncommon A cobalt blue metal band with an internal ring that spins freely, though the arcane rune always settles above the finger rather than below. While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground. |