Prof. Alastor Jones

Season:
Forgotten Realms
Race:
Variant Human (PhB)
Class:
Wizard: School of Conjuration
Background:
Archeologist
Lifestyle:
Comfortable
Current Level:
15
Total GP:
74942.98
Total Downtime:
87
Tag:
CM
Faction:
Harpers
Faction Rank:
Brightcandle (rank 3)
Magic Item Count:
16
Magic Item Limit:
6
Arcane Grimoire +1,
Wand of Fireballs,
Goggles of Night,
Ring of Spell Storing,
Bracers of Defense,
Tome of Clear Thought,
Staff of Power,
Ring of Shooting Stars,
Ring of Telekinesis,
Atlas of Endless Horizons,
Wand of Lightning Bolts,
Mirror of the Past,
Manual of Golems,
Apparatus of Kwalish,
Robe of the Archmagi (White),
Ring of Force Resistance,
Arcane Grimoir, +3

Log Entries

Date Played ▼ Adventure Title Session Levels GP Downtime Magic Items
Spellbook Planer Show

Spells planned from Spellbook/Scroll drops:
8th Level: Mind Blank (400gp)
9th Level: Gate, Meteor Swarm, Prismatic Wall, Time Stop, Wish (2.250gp)
Total: 2.650gp
Downtime: 12

2025-04-20 19:00 DDHC-QftIS Expedition into the Barrier Peaks 1 10 Show

Cards:

4x Blue Cards

3x Purple Cards

2x Red Cards

2x Yellow Card

3x Platinum Cards

1x Green Cards

2x Security Uniforms

Session 1

5x gems worth 50 gp each (250gp)

3x Bracelets of Spotless Metal 750gp each (2250gp)

"Each bracelet has a small, black screen. When placed on a creature’s wrist, the screen displays the creature’s overall health in the form of a pie chart that shows its current hit points as a fraction of its maximum hit points."

2x gems worth 450 gp and 125 gp (575gp)

20x plastic-encased diamonds worth 100 gp each. (2000gp)

6x crystal flasks filled with priceless liquors

1x a platinum figurine commendation worth 1,000 gp

4x rings worth 600 gp each (2400gp)

2x bracelets worth 200 gp and 150 gp (350gp)

1x jeweled necklace worth 800 gp

4x gems worth 100 gp each (400gp)

2x topaz eyes are each worth 500 gp (1000gp)

2x Needler Pistol

1x Needler Pistol (10/10)

5x Laser Pistol

3x Laser Pistol (15/50 Shots)

2x Laser Rifle

1x Antimatter Rifle

1x Robot Controller

1x [Paralysis Pistol]

14x Sleep Grenade

16x Concussion Grenade

1x Powered Armor

1x Fully Charged Powered Armor

95x Energy Cells

3x Potion of Greater Healing

3x Restorative Ampules

"If consumed by a creature as an action, each ampule reduces the creature’s exhaustion level by 1."

1x Healers Kit

3x Vials of Acid

1x Alchemists Fire

1x Dust of Sneezing and Choking

3x Antitoxin

2025-04-01 19:00 DDHC-CM14 The Canopic Being 1 1622 10 Crystal Ball of True Seeing, Eyes of Minute Seeing, Sun Blade, Ring of Spell Storing, Watchful Helm, Staff of Fate Show

Teilnehmer:

(14) Bramymond - Prof. Alastor - Variant Human - Wizard: School of Conjuration 14 - Harper
(16) Echo - Nathaniel Windweaver - 2024 Human - 5 Archfey Warlock / 11 Fighter Eldritch Knight - Lords Alliance
(16) Karrakasz - Sir Nemos Ladis - Earth Genasi - Glory Paladin 16 - none
(16) JinxedBear - Catherine Deneuve - Half Wood Elf - Scout Rogue 16 - Harpers
(16) Flammenklinge - Quedania Ebrathir - Shadar Kai – Hexenmeister 15 / Kämpfer 1 - Golden Vault

Loot:

8.110gp
2x Potion of Superior Healing (8d4+8)
...
Sun Blade
Weapon (longsword), rare (requires attunement)
This item appears to be a longsword hilt. While grasping the hilt, you can use 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 longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade.
You gain a +2 bonus to attack 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.
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 use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
Hat of Disguise
Wondrous item, uncommon (requires attunement)
While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.
Ring of Spell Storing
Ring, rare (requires attunement)
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 − 1 levels of stored spells chosen by the DM.
Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.
Watchful Helm
Wondrous item, very rare (requires attunement)
While you wear this helm, you gain a +1 bonus to AC and remain aware of your surroundings even while you’re asleep, and you have advantage on Wisdom (Perception) checks that rely on sight.
As a bonus action, you can cast the see invisibility spell from the helm. Once this property of the helm is used, it can’t be used again until the next dawn.
Staff of Fate
Staff, very rare (requires attunement)
This transparent crystal staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.
Altered Outcome. The staff has 6 charges. As a bonus action, you can expend 1 of the staff’s charges to give yourself or one other creature that you can see a d4. The recipient can roll this d4 and add the number rolled to one ability check, attack roll, damage roll, or saving throw it makes before the start of your next turn. If this extra die is not used before then, it is lost.
If you expend the staff’s last charge, roll a d20. On a roll of 9 or lower, the staff becomes a nonmagical quarterstaff that breaks the first time it scores a hit and deals damage. On a roll of 10 or higher, the staff regains 1d6 of its expended charges.
Crystal Ball of True Seeing
Wondrous item, legendary (requires attunement)
The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.
While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell’s sensor.
Eyes of Minute Seeing
Wondrous item, uncommon
These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.

2025-02-20 19:00 DDHC-CM-13 The Book of Inner Alchemy 2500 10 Gloves of Soul Catching (DESTROYED) Show

Teilnehmer:

(16) Echo - Nathaniel Windweaver - 2024 Human - 11 Fighter: Eldritch Knight / 5 Warlock: The Archfey - Unseelie Court
(16) Eisnebrei - Amara -Wood Elf - Warlock 2, Monk: Astral Self 14
(14) Bramymond - Prof. Alastor - Variant Human - Wizard: School of Conjuration 14 - Harper
(16) Flammenklinge – Quedania Ebrathir – Shadar Kai – Warlock: The Fiend 15/Fighter 1 - Golden Vault

Loot:

10.000gp
5x Potion of Superior Healing (8d4+8)
1x Potion of Mind Reading
Quaal's Feather Token (Bird)
Wondrous item, rare
This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect.
Bird. You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a roc, but it obeys your simple commands and can’t attack. It can carry up to 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day, with a one-hour rest for every 3 hours of flying), or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points. You can dismiss the bird as an action.
...
Gloves of Soul Catching (DESTROYED)
Source: Candlekeep Mysteries
Wondrous item, legendary (requires attunement)
Your Constitution score is 20 while you wear these gloves. This property of the gloves has no effect on you if your Constitution is already 20 or higher.
After making a successful unarmed strike while wearing these gloves, you can use the gloves to deal an extra 2d10 force damage to the target, and you regain a number of hit points equal to the force damage dealt. Alternatively, instead of regaining hit points in this way, you can choose to gain advantage on one attack roll, ability check, or saving throw you make before the end of your next turn.

2025-02-04 19:00 DDHC-CM-12 - The Curious Tale of Wisteria Vale 5000 10 Cli Lyre of the Bards Show

Teilnehmer:

(13) Manfred Hase - Zakkaathkovir the Vanquisher - Silver Dragonborn - Conquest Paladin - OotG
(16) Marcelinho700 - Thorin - Aasimar - life cleric 16
(14) Bramymond - Prof. Alastor - Variant Human - Wizard: School of Conjuration 14 - Harper
(16) Trava - Eleanore Hickd - Harregon - Ranger 5, Druid 11

Loot:

20.000gp
1x Dust of Disappearance
Cli Lyre of the Bards
Wondrous Item, Rare (Requires Attunement by a Bard)
An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. The Instruments of the Bards table lists the spells common to all instruments, as well as the spells specific to this one. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage.
You can play the instrument to cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
Fly, Invisibility, Levitate, Protection from Evil and Good, plus Stone Shape, Wall of Fire, Wind Wall

2025-01-04 19:30 DDAL-DRW05 Uncertain Scrutiny 3000 -10 Staff of Frost, Cape of the Mountebank Show

Teilnehmer:

(16) Raimundo_O- Shi'ndiira Despana- Shadar-Kai - Phantom Rogue 14 / Barbarian 2 - Harpers
(14) Bramymond - Prof. Alastor - Variant Human - Wizard: School of Conjuration 14 - Harper
(16) Echo - Ori Keendream - Ghostwise Halfling - Archfey Warlock 16 - Emerald Enclave
(16) JinxedBear - Esmeralda Brightheart - Astral Elf - Oath Of Vengeance Paladin 6, College Of Whispers Bard 10 - Order of the Gauntlet
(16) Marcelinho700 - Pan - Half-Orc - Wildheart Barbarian 12 / Rune Knight Fighter 4 - 120ft Darkvision

Loot:

Staff of Frost
Staff, Very Rare (Requires Attunement by a Druid, Sorcerer, Warlock, or Wizard)
You have Resistance to Cold damage while you hold this staff.
Spells. The staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell.
[Cone of Cold, Fog Cloud, Ice Storm, Wall of Ice]
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 turns to water and is destroyed.
Cape of the Mountebank
Wondrous Item, Rare
This cape smells faintly of brimstone. While wearing it, you can use it to cast Dimension Door as a Magic action. This property can’t be used again until the next dawn.
When you teleport with that spell, you leave behind a cloud of smoke. The space you left is Lightly Obscured by that smoke until the end of your next turn.

Consumables expended:

1x Potion of Heroism
1x Potion: Superior Healing (8d4 + 8)
1x Potion: Supreme Healing (10d4+20)

Spellcasting:

Simulacrum: destroyed
Contingency: activated

2025-01-04 17:30 Spellcasting Show

Contingency

Level 6 - Abjuration
Casting Time: 10 minutes
Range: Self
Components: V, S, M (a gem-incrusted statuette of yourself worth 1,500+ GP)
Duration: 10 days
Choose a spell of level 5 or lower that you can cast, that has a casting time of an action, and that can target you. You cast that spell—called the contingent spell—as part of casting Contingency, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain trigger occurs. You describe that trigger when you cast the two spells. For example, a Contingency cast with Water Breathing might stipulate that Water Breathing comes into effect when you are engulfed in water or a similar liquid.
The contingent spell takes effect immediately after the trigger occurs for the first time, whether or not you want it to, and then Contingency ends.
The contingent spell takes effect only on you, even if it can normally target others. You can use only one Contingency spell at a time. If you cast this spell again, the effect of another Contingency spell on you ends. Also, Contingency ends on you if its material component is ever not on your person.
...
Trigger: If I am targeted by a spell or an effect, that would reduce me to 0 hit-points or instantly kill or destory me
Effect: Cast Otiluke's Resilient Sphere
...
Otiluke's Resilient Sphere
Level 4 - Evocation
Casting Time: Action
Range: 30 feet
Components: V, S, M (a glass sphere)
Duration: Concentration, up to 1 minute
A shimmering sphere encloses a Large or smaller creature or object within range. An unwilling creature must succeed on a Dexterity saving throw or be enclosed for the duration.
Nothing-not physical objects, energy, or other spell effects can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.
The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can take an action to push against the sphere's walls and thus roll the sphere at up to half the creature's Speed. Similarly, the globe can be picked up and moved by other creatures.
A Disintegrate spell targeting the globe destroys it without harming anything inside.

Simulacrum

7th-Level Illusion
Casting Time: 12 hours
Range: Touch
Components: V, S, M (snow or ice in quantities sufficient to made a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature’s body placed inside the snow or ice; and powdered ruby worth 1,500 gp)
Duration: Until dispelled
You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature’s hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates, except that it is a construct.
The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots.
If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly.
If you cast this spell again, any duplicate you created with this spell is instantly destroyed.
Consumable expended:
1x Powdered ruby worth 1.500 gp

2025-01-04 17:00 Purchase Log -16965 -20 Show Purchase

Copying Spells into the Spellbook

6th Level: Arcane Gate, Chain Lightning, Contingency, Globe of Invulnerability, Programmed Illusion, True Seeing (1800gp)
7th Level: Forcecage, Plane Shift, Sequester, Teleport (1400gp)
Total: 3200gp
Downtime: 20
...
4x Potion: Superior Healing (8d4 + 8), 1.000gp each
1x A gilded ladle worth 500 gp (Tasha's Bubbling Cauldron)
1x A statuette of yourself carved from ivory and decorated with gems worth at least 1.500 gp (Contingency)
1x Powdered ruby worth 1.500 gp (Simulacrum)
1x A miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon; worth in total 15 gp (Mordenkainen's Magnificent Mansion)
25x Plane Shift Forked Metal Rods (25x 250gp = 6250gp) [Material Plane, Feywild, Shadowfell, Astral Plane, Ethereal Plane, Elemental Plane of Fire/Earth/Water/Air, Limbo, Mechanus, Acheron, Nine Hells, Gehenna, Hades, Carceri, Abyss, Pandemonium, Arcadia, Mount Celestia, Bytopia, Elysium, Beastlands, Aborea, Ysgard]

2025-01-02 15:00 CCC-BWM-03 A Tale of Two Towers 4000 10 Dread Helm, Aegis of the Raven Queen (Shield, +3) Show

Teilnehmer:

(16) Echo - Nathaniel Windweaver - 2024 Human - 14 Eldritch Knight/ 2 Warlock - Lords Alliance
(14) Bramymond - Prof. Alastor - Variant Human - Wizard: School of Conjuration 14 - Harper
(16)Eisenbrei - Amara The Tiger - Woodelf - Monk 14, Warlock 2
(16) C0ldW0lf - Corellius - Custom Lineage (Aasimar/Tiefling) - Paladin 6/Warlock 10
(16) Flammenklinge - Quedania Ebrathir - Shadar kai - Warlock: The Fiedn 15/Kämpfer 1

Loot:

20.000gp
1x Potion of Superior Healing
1x Potion of Fire Breath
Dread Helm
Wondrous item, minor tier, common
This fearsome steel helm makes your eyes glow red while you wear it.
Aegis of the Raven Queen (Shield, +3)
Armor (shield), Very rare
This shield appears as a shroud of shadow with the symbol of the Raven Queen glowing in dim red light.
While holding this shield, nonmagical flames are extinguished within 30 feet of you as the shadow lashes out at the flame. The shield encourages you to hold no pity for those who suffer and die, for death is the natural end of life.
While holding this shield, you have a bonus to AC determined by the shield’s rarity. This bonus is in addition to the shield’s normal bonus to AC.

Story Award:

Story Award: Grosvenson?
With access to the libraries of Hillsfar and the knowledge of the citizens of Elventree, you may spend 15 downtime days engaged in research in attempts to locate the town of Grosvenson. Though you failed to locate the town, you learn plenty regarding towns around Hillsfar. In future session, your character gains advantage on all History (Intelligence) checks make to remember details about locations around Hillsfar. This story award is permanent.

2025-01-02 14:00 Downtime: Catching up 4 -40 Show

Charakter Changes:

Level up - Wizard level 14
...
Spells known:
Level 11. Disintegrate, Scatter
Level 12. Summon Fiend, Tasha's Bubbling Cauldron
Level 13. Crown of Stars, Mordenkainen's Magnificent Mansion
Level 14. Reverse Gravity, Simulacrum
...
ASI - Feat 12th Level: War Caster
General Feat (Prerequisite: Level 4+, Spellcasting or Pact Magic Feature)
You gain the following benefits.
Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
Concentration. You have Advantage on Constitution saving throws that you make to maintain your Concentration.
Reactive Spell. When a creature provokes an Opportunity Attack from you by leaving your reach, you can take a Reaction to cast a spell at the creature, rather than making an Opportunity Attack. The spell must have a casting time of one action and must target only that creature.
Somatic Components. You can perform the Somatic components of spells even when you have weapons or a Shield in one or both hands.
...
Level 14: Durable Summons
Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points.

2024-11-17 13:00 DDHC-KftGV-11 Affair on the Concordant Express 1287.5 10 Mithral Armor (Chainmail), Silvered Greatsword +3, Decanter of Endless Water, Ring of Force Resistance, Silver Horn of Valhalla, Dimensional Shackles Show

Teilnehmer:

(10)Kiri - Vayle Cassalanther - Human - Fighter 1/Thief Rogue 9 - Golden Vault
(5) Liska100 - Iggy Hopp - Human - Bard: College of Lore 5 - Golden Vault
(10) Flammenklinge – Erannis Maerfete – Eladrin – Druid: Circle of Wildfire 10
(10) Bramymond - Prof. Alastor Jones - Human - Wizard: School of Conjuration 10 - Harpers

Loot:

5.150gp
1x Potion of Greater Healing
Dimensional Shackles
Wondrous item, rare
You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don’t prevent the creature from passing through an interdimensional portal.
You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles.
Mithral Armor (Chainmail)
Armor (medium or heavy, but not hide), uncommon
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.
Silvered Greatsword +3
Weapon (greatsword), very rare
You have a +3 bonus to attack and damage rolls made with this magic weapon.
Silvered Weapons: Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weap⁠ons, so cautious adventurers invest extra coin to plate their weap⁠ons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective.
Decanter of Endless Water
Wondrous item, uncommon
This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.
You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options:
“Stream” produces 1 gallon of water.
“Fountain” produces 5 gallons of water.
“Geyser” produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn’t being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.
Silver Horn of Valhalla
Wondrous item, rare
You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics from the Monster Manual. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can’t be used again until 7 days have passed.
Four types of horn of Valhalla are known to exist, each made of a different metal. The horn’s type determines how many berserkers answer its summons, as well as the requirement for its use. The DM chooses the horn’s type or determines it randomly.
If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.
d100 Horn Type Berserkers Summoned Requirement
01-40 Silver 2d4+2 None
41-75 Brass 3d4+3 Proficiency with all simple weapons
76-90 Bronze 4d4+4 Proficiency with all medium armor
91-00 Iron 5d4+5 Proficiency with all martial weapons

Story Award:

Mysterious Equation. You learn a new language of your choice.

Consumables expended:

1x Potion of Supreme Healing (10d4+20)

Golden Vault Reward:

Ring of Force Resistance
Ring, Rare
You have Resistance to Force damage while wearing this ring. The gemstone in the ring is a sapphire.

2024-10-24 19:00 DDAL00-06 Lost Laboratories of Kwalish 4 4890 40 Tan Bag of Tricks, Robe of the Archmagi (White), Polymorph Blade, Apparatus of Kwalish, Boots of Striding and Springing, Folding Boat, Wings of Flying, Gambler's Blade, Manual of Golems, Blade of the Medusa, Galder's Bubble Pipe, Heward's Hireling Armor, Leather Golem Armor Show

Teilnehmer:

(10) Raimundo_O- Llanfair Pwllgwyngyll- Eladrin - Artificer: Battlesmith 3/ Wizard: War Magic 7 - Honorary Wychlaran
(10) Bramymond - Prof. Alastor Jones - Human - Wizard: School of Conjuration 10 - Harpers
(9) Eisenbrei - Mersilia Kerynkyre - Shadar Kai - Fighter: The Champion 9
(10) JinxedBear - Catherine Deneuve - Half Elf - Rogue: The Scout 8/ Ranger 2 - Harpers
(9)Kiri - I'rikk - Halfling - Artificer: The Artillerist 9/ Wizard 1

Loot:

24.450gp
1x Cold Weather Clothes, 1x Snowshoes, 2x Crampons
1x Residence in Ravenpeak
1x Spell Scroll: Animate Dead, Flock of Familiars, Galder's Speedy Courier, Galder's Tower, Greater Restoration
...
Charm of the Traveler's Haven
This charm has 3 charges. As an action, you can expend 1 of the charm's charges to cast the Leomund's Tiny Hut spell, no components required. Once all its charges have been expended, this charm vanishes from you.
This Tiny Hut has the shape of a small tree with a protective canopy of leaves.
Ioun Stone of Language Knowledge (Rare). You are fluent in one additional language while this pulsating bit of red jeweled crystal orbits your head. The DM chooses the language bestowed by the stone (Netherese/Loross).
Ioun Stone of Historical Knowledge (Rare). You gain proficiency in the History skill, or a +1 bonus to checks with that skill if already proficient, while this polished, steely sphere orbits your head.
...
Polymorph Blade
Weapon (scimitar), very rare (requires attunement)
When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving throw in addition to suffering the attack’s normal effects. On a failed save, the creature also suffers the effects of a Polymorph spell. Roll a d20 and consult the following table to determine the form the target creature is transformed into.
A creature is immune to this effect if it is immune to damage of the weapon’s type, is a shapechanger, or has legendary actions.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a Remove Curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you suffer the effect of a Polymorph spell for 1 hour, rolling on the table to determine your new form.
...
Blade of the Medusa
Weapon (shortsword), very rare (requires attunement)
When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Constitution saving throw in addition to suffering the attack’s normal effects. On a failed save, the creature is restrained and must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this effect three times, the effect ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for 1 hour.
A creature is immune to this effect if it is immune to damage of the weapon’s type, does not have a body made of flesh, or has legendary actions.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a Remove Curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you must succeed on a DC 15 Constitution saving throw or be restrained and forced to make additional saves against being petrified, as above.
...
Galder's Bubble Pipe
Wondrous item, rare (requires attunement)
This finely carved pipe blows odorless bubbles instead of smoke when used. The pipe has 3 charges, and it regains all spent charges daily at dawn. While you hold the pipe, you can expend charges to gain access to the following properties:
You can cast Fog Cloud as an action (1 charge).
You can cast Misty Step as a bonus action (2 charges).
You can summon a steam mephit as an action (3 charges). The mephit is friendly to you, obeys your verbal commands, and acts on its own turn in the initiative order. It disappears in a harmless puff of steam after 1 minute or if it ends its turn more than 60 feet from the pipe.
...
Heward's Hireling Armor
Armor (leather), very rare (requires attunement)
A number of Kwalish’s experiments were attempts to research the works of the legendary mage Heward, who first crafted what he named Hireling Armor. While wearing this armor, you gain a +1 bonus to AC. In addition, the armor’s animated straps can assist with the drawing and sheathing of weapons, such that you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
This armor also has six pockets, each of which is an extradimensional space. Each pocket can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The armor always weighs 10 pounds, regardless of its pockets’ contents. Placing an object into one of the armor’s pockets follows the normal rules for interacting with objects. Retrieving an item from a pocket of the armor requires you to use an action. When you reach into a pocket for a specific item, the item is always magically on top.
Placing the armor inside an extradimensional space created by a Bag of Holding, a Heward’s Handy Haversack, or a 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 and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
...
Gambler's Blade
Weapon (any sword), rare (requires attunement)
Choose a magical bonus of +1 to +3. This sword gains that bonus to its attack and damage rolls. For each point of bonus you choose for the sword, you take a corresponding penalty (−1 to −3) to your death saving throws. You can change this magical bonus each day at dawn.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a Remove Curse spell or similar magic, you are unwilling to part with the weapon.
...
Leather Golem Armor
Armor (leather), rare (requires attunement)
Strange rituals have repurposed the body of a flesh golem into this partially sentient suit of leather armor. While wearing this armor, you gain a +1 bonus to AC and to saving throws against spells and other magical effects. In addition, you gain the following properties:
Immutable Form. You are immune to any spell or effect that would alter your form.
Lightning Absorption. You gain resistance to lightning damage. Whenever you take lightning damage, you gain 5 temporary hit points.
Curse. This armor is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a Remove Curse spell or similar magic, you are unwilling to part with the armor. In addition, while you wear the cursed armor, you gain the following properties:
Aversion of Fire. If you take fire damage, you have disadvantage on attack rolls and ability checks until the end of your next turn.
Berserk. Whenever a critical hit is made against you, roll a d6. On a 6, the armor causes you to go berserk. On each of your turns while berserk, you attack the nearest creature you can see. If no creature is near enough to move to and attack, you attack an object, with preference for an object smaller than yourself. Once the armor causes you to go berserk, it cannot be removed. You continue to attack until you are incapacitated or until another creature is able to calm you with appropriate magic (such as a calm emotions spell) or a successful DC 15 Charisma (Persuasion) check.
...
Manual of Golems (1x Flesh & 1x Iron)
Wondrous Item, very rare
This tome contains information and incantations necessary to make a particular type of golem. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage.
Golem Time Cost
Manual of Clay Golems 30 days 65,000 GP
Manual of Flesh Golems 60 days 50,000 GP
Manual of Iron Golems 120 days 100,000 GP
Manual of Stone Golems 90 days 80,000 GP
To create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost to purchase supplies.
Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.
Notes: Creation, Consumable
...
Boots of Striding and Springing
Wondrous Item, Uncommon (Requires Attunement)
While you wear these boots, your Speed becomes 30 feet unless your Speed is higher, and your Speed isn’t reduced by you carrying weight in excess of your carrying capacity or wearing Heavy Armor.
Once on each of your turns, you can jump up to 30 feet by spending only 10 feet of movement.
...
Apparatus of Kwalish (10 Person Capacity)
Wondrous Item, Legendary
This item first appears to be a sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster.
The Apparatus of Kwalish is a Large object with the following statistics: AC 20; HP 200; Speed 30 ft., Swim 30 ft. (or 0 ft. for both if the legs aren’t extended); Immunity to Poison and Psychic damage.
To be used as a vehicle, the apparatus requires one pilot. While the apparatus’s hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside.
The apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 Bludgeoning damage each minute from pressure.
A creature in the compartment can take a Utilize action to move as many as two of the apparatus’s levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as shown in the Apparatus of Kwalish Levers table.
...
Folding Boat
Wondrous Item, rare
This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it.
One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.
The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably.
When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.
The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.
Notes: Movement, Utility, Exploration
...
Wings of Flying
Wondrous item, rare (requires attunement)
While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can't use them again for 1d12 hours.
...
Tan Bag of Tricks
Wondrous Item, Uncommon
This bag made from tan cloth appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object.
You can take a Magic action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling on the table that corresponds to the bag’s color. See the Monster Manual for the creature’s stat block. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points.
The creature is Friendly to you and your allies, and it acts immediately after you on your Initiative count. You can take a Bonus Action to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such orders, the creature acts in a fashion appropriate to its nature.
Once three fuzzy objects have been pulled from the bag, the bag can’t be used again until the next dawn.
...
1x Trinket: An amulet that displays your current health as a green bar above your head, with the bar retracting as your hit point total decreases
...
Robe of the Archmagi (White)
Wondrous Item, legendary (requires attunement by a sorcerer, warlock, or wizard)
This elegant garment is made from exquisite cloth and adorned with runes.
You gain these benefits while wearing the robe.
Armor. If you aren’t wearing armor, your base Armor Class is 15 plus your Dexterity modifier.
Magic Resistance. You have Advantage on saving throws against spells and other magical effects.
War Mage. Your spell save DC and spell attack bonus each increase by 2.
Notes: Bonus: Spell Attacks, Bonus: Spell Save DC, Advantage: Saving Throws, Set: Unarmored Armor Class, sorcerer, warlock, or wizard, Buff, Warding, Outerwear

Consumables expended:

3x Potion of Supreme Healing (10d4+20)

2024-10-24 16:00 Purchase Log -25667.52 Show Purchase

Buying:
5x Potion of Supreme Healing, for 5.000gp each
Mundane Items:
10x Antitoxin, for 50gp each
2x Caltrops, for 1gp each
1x Healer's kit, for 5gp
1x Ink, for 10gp
1x Ink pen, for 2cp
5x Oil, for 1sp each
500x Paper, for 100gp total
10x Perfume, for 5gp each

2024-09-17 00:20 Trade Log -5 Berserker Axe +2 > Spear of Backbiting Show Trade Log

Leodithas Crown [https://www.adventurersleaguelog.com/users/44297/characters/107478]
Berserker Axe, +2 > Spear of Backbiting

Giving:

Berserker Axe +2
Weapon (battleaxe), very rare (requires attunement)
The battleaxe has a blade of bronze, and the haft is wound with snakeskin wrappings. The weapon detects as magical. It casts an ominous shadow in the shape of what appears to be a withered arm.
Concealed beneath the wrappings around the handle is a parchment containing the spells passwall, burning hands, and gust of wind. When the attuned wielder uses an action to say the correct words of power, which are engraved in Olman on the axe blade, one of these spells can be cast.
The axe has 12 charges and regains 1d6 + 4 expended charges daily at dawn. Casting a spell from it takes a number of charges equal to the level at which the spell is cast (5th for passwall, 2nd for gust of wind, and 1st or higher for burning hands; spell save DC 15). If the parchment is removed from the axe, the axe loses the capability of casting these spells forever.
You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit points maximum increases by 1 for each level you have attained.

Receiving:

Spear of Backbiting
Weapon (spear or javelin), very rare (requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, its normal and long ranges both increase by 30 feet. and it deals one extra die of damage on a hit. After you throw it and it hits or misses, it flies back to your hand immediately.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with Remove Curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one.
Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear.

2024-08-07 17:30 DDHC-CM-11 Zikran's Xephyrean Tome -250 10 Censer of Controlling Air Elementals, Iron Bands of Bilarro Show

Teilnehmer:

(10) Bramymond - Prof. Alastor Jones - V.human - Wizard: School of Conjuration 10 - Harpers
(9) Jarlsson – Eiríkur Magnússon Donnerfaust – Hill Dwarf – Oath of Glory Paladin 8 / Divine Soul Sorcerer 1 – none
(10) Ineverexist - Milina Greyward - Kenku - Life Cleric 10 - Knight of the Order of the Silver Dragon
(10) TimoL - Zoey Fortescue - Aasimar - Wizard 10 - Darkvision 60ft.

Loot:

3000gp
2x Potion of Greater Healing (4d4+4)
Iron Bands of Bilarro
Wondrous item, rare
This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands.
Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more.
A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.
Once the bands are used, they can’t be used again until the next dawn.
Censer of Controlling Air Elementals
Wondrous item, rare
While incense is burning in this censer, you can use an action to speak the censer’s command word and summon an air elemental, as if you had cast the conjure elemental spell. The censer can’t be used this way again until the next dawn.
This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound.
Zikran's Spellbook
Cantrips: fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level: detect magic, identify, mage armor, magic missile
2nd level: detect thoughts, mirror image, misty step
3rd level: counterspell, fly, lightning bolt
4th level: banishment, fire shield, stoneskin
5th level cone of cold, scrying, wall of force, conjure elemental
6th level: globe of invulnerability
7th level: teleport
8th level: mind blank
9th level: time stop

Consumables expended:

1x Potion of Greater Healing (4d4+4)
1x Gems worth 1000gp

2024-07-22 18:30 DDHC-CM-10 Kandlekeep Dekonstruction 351 10 Ring of Telekinesis Show

Teilnehmer:

(10) Bramymond - Prof. Alastor Jones - V.human - Wizard: School of Conjuration 10 - Harpers
(10) Echo - Leodar Summersinger - Astral Elf - Glamour Bard 10 - None
(8) Jarlsson – Eiríkur Magnússon Donnerfaust – Hill Dwarf – Oath of Glory Paladin 7 / Divine Soul Sorcerer 1
(9) Pet_Kola - Sinvallas Faeoldur - Artificer 1 / Abjuration Wizard 8 - None
(10) Gomo Nimblebranch - Ghostwise Halfling - Lore Bard 10 - None

Loot:

1755gp
Ring of Telekinesis
Ring, very rare (requires attunement)
While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried.
Stonky Noptopper’s Spells o’ Plenty. Stonky’s fat little spellbook contains the following wizard spells: alarm, animate objects, arcane lock, banishment, chain lightning, clairvoyance, detect magic, dispel magic, fabricate, fireball, flesh to stone, fly, globe of invulnerability, glyph of warding, grease, knock, legend lore, levitate, locate creature, locate object, mage armor, planar binding, polymorph, programmed illusion, protection from evil and good, scrying, see invisibility, sending, shield, telekinesis, and true seeing.
Heroes’ Feast: A Cookbook. This richly illustrated book of recipes was written by a trio of culinary enthusiasts named Wyk Nenmael, Nojen Eptros, and Imrit Welachwe. Any creature that spends a short rest poring over the book’s recipes gains a supernatural charm called the charm of the heroes’ feast. This charm allows you to cast the heroes’ feast spell as an action, no components required. Once used, this charm goes away. The book teleports to a secret vault in Candlekeep after bestowing its charm on a creature.

Consumables expended:

2x Potion of Greater Healing (4d4+4)

2024-06-19 18:00 Purchase Log -11925 -21 Show Purchase

Spell Scrolls:
1st Level: Illusory Script (1x75gp)
2nd Level: Augury, Magic Mouth, Nystul's Magic Aura, Rime's Binding Ice, Skywright (5x150gp)
3rd Level: Speak with Dead, Summon, Fey, Summon Undead (3x300gp)
4th Level: Mordenkainen's Private Sanctum, Fire Shield, Hallucinatory Terrain, Stoneskin, Summon Aberration, Summon Construct (6x500gp)
5th Level: Conjure Elemental, Modify Memory, Summon Draconic Spirit (3x1000gp)
Total: 7.725gp
Copying Spells into the Book: (1x50)+(5x100)+(3x150)+(6x200)+(3x250) = 2.300gp
Downtime: 21
...
1x Gilded Flower, worth 300 gp (Summon Fey)
1x Gilded Skull, worth 300 gp (Summon Undead)
1x Eyeball in a Platinum inlaid Vial, worth 400 gp (Summon Aberration)
1x Ornate stone and metal Lockbox, worth 400 gp (Summon Construct)
1x Object with the Image of a Dragon, worth 500 gp (Summon Draconic Spirit)

2024-06-02 16:30 DDHC-TYP-3 - The hidden shrine of Tamoachan 2 3090 20 Wand of Lightning Bolts, Longsword +1 of Plant Slaying, Ring of Protection, Ring of Animal Influence, Ring of Fire Resistance, Bracers of Defense, Gloves of Missile Snaring, Amulet of Protection from Turning, Bracelet of Rock Magic, Eagle Whistle, Balance of Harmony, Mirror of the Past, Periapt of Wound Closure, Rod of the Pact Keeper, +1, Berserker Axe +2 Show

Teilnehmer:

(6) Brennjie - Spriggan - Ranger Horizon Walker 6 - none - Darkvision 60ft
(10) Bramymond - Prof. Alastor Jones - V.human - Wizard: School of Conjuration 10 - Harpers
(8) Arikatzi020 - Rashaa "Forgotten One" - Aasimar - The Genie Warlock lvl 8 - none
(10) Raimundo_O - Llanfair Pwllgwyngyll - Eladrin - Artificer 3 - Wizard 7 - none

Loot:

12.360gp
Spell Scrolls: Detect Magic, Stone Shape
1x Elixir of Health
1x Potion of Invisibility
1x Potion of Clairvoyance
1x Dust of Disappearance
1x Potion of Hill Giant Strength

1x Dried Heart
The urn holds the dried heart of a mighty yuan-ti that radiates transmutation magic if detect magic is used on it. Any character who eats the entire thing gains the permanent ability to understand the speech of snakes and yuan-ti.
...
Longsword +1 of Plant Slaying
The sword is a +1 longsword in fine condition, made of laminated wood, inset with jagged teeth of obsidian. It deals an extra 2d6 damage to any creature of the plant type.
Ring of Protection
Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.
Ring of Animal Influence
Ring, rare
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
Berserker Axe +2
Weapon (battleaxe), very rare (requires attunement)
The battleaxe has a blade of bronze, and the haft is wound with snakeskin wrappings. The weapon detects as magical. It casts an ominous shadow in the shape of what appears to be a withered arm.
Concealed beneath the wrappings around the handle is a parchment containing the spells passwall, burning hands, and gust of wind. When the attuned wielder uses an action to say the correct words of power, which are engraved in Olman on the axe blade, one of these spells can be cast.
The axe has 12 charges and regains 1d6 + 4 expended charges daily at dawn. Casting a spell from it takes a number of charges equal to the level at which the spell is cast (5th for passwall, 2nd for gust of wind, and 1st or higher for burning hands; spell save DC 15). If the parchment is removed from the axe, the axe loses the capability of casting these spells forever.
You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit points maximum increases by 1 for each level you have attained.
Ring of Fire Resistance
Ring, rare (requires attunement)
You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type.
Bracers of Defense
Wondrous, Requires Attunement
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
Gloves of Missile Snaring
Wondrous item, uncommon (requires attunement)
These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier. provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.
Amulet of Protection from Turning
Wondrous item, rare (requires attunement)
While you wear this amulet of silver and turquoise, you have advantage on saving throws against effects that turn undead.
If you fail a saving throw against such an effect, you can choose to succeed instead. You can do so three times, and expended uses recharge daily at dawn.
Each time an effect that turns undead is used against you, the amulet glows with silvery blue light for a few seconds.
Bracelet of Rock Magic
Wondrous item, very rare (requires attunement)
While you wear this gold bracelet, it grants you immunity to being petrified, and it allows you to cast flesh to stone (save DC 15) as an action. Once the spell has been cast three times, the bracelet can no longer cast it. Thereafter, you can cast stone shape as an action. After you have done this thirteen times, the bracelet loses its magic and turns from gold to lead.
Eagle Whistle
Wondrous item, rare
While you blow an eagle whistle continuously, you can fly twice as fast as your walking speed. You can blow the whistle continuously for a number of rounds equal to 5 + five times your Constitution modifier (minimum of 1 round) or until you talk, hold your breath, or start suffocating. A use of the whistle also ends if you land. If you are aloft when you stop blowing the whistle, you fall. The whistle has three uses. It regains expended uses daily at dawn.
Wand of Lightning Bolts
Wand, rare (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
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.
Hat of Disguise
Wondrous item, uncommon (requires attunement)
While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed. A ferret-faced, feathered mask that functions as a hat of disguise.
Balance of Harmony
Wondrous item, uncommon
This scale bears celestial symbols on one pan and fiendish symbols on the other. You can use the scale to cast detect evil and good as a ritual. Doing so requires you to place the scale on a solid surface, then sprinkle the pans with holy water or place a transparent gem worth 100 gp in each pan. The scale remains motionless if it detects nothing, tips to one side or the other for good (consecrated) or evil (desecrated), and fluctuates slightly if it detects a creature appropriate to the spell but neither good nor evil. By touching the scales after casting the ritual, you instantly learn any information the spell can normally convey, and then the effect ends.
Mirror of the Past
Wondrous item, rare
The holder of this platinum hand mirror can learn something about the history of a specific object or creature by taking an action to gaze into the mirror and think of the target. Instead of the holder’s reflection, the mirror presents scenes from the target’s past. Information conveyed is accurate, but it is random and cryptic, and presented in no particular order. Once it is activated, the mirror gives its information for 1 minute or less, then returns to normal. It can’t be used again until the next dawn.
Periapt of Wound Closure
Wondrous item, uncommon (requires attunement)
While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.
Rod of the Pact Keeper, +1
Rod, uncommon (+1), rare (+2), or very rare (+3) (requires attunement by a warlock)
While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. The bonus is determined by the rod’s rarity.
In addition, you can regain one warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.

2024-06-01 20:00 Purchase Log -22500 -31 Show Purchase

Spell Scrolls:
2nd Level: Arcane Lock, Arcane Vigor, Darkvision, See Invisibility(4x150gp)
3rd Level: Major Image, Sending, Slow, Tiny Servant (4x300gp)
4th Level: Greater Invisibility, Ice Storm, Leomund's Secret Chest (3x500gp)
5th Level: Animate Objects, Circle of Power, Cone of Cold, Far Step, Legend Lore, Rary's Telepathic Bond, Passwall, Hold Monster, Planar Binding, Telekinesis (10x1000gp)
Total: 13.300gp
Copying Spells into the Book: (4x100)+(4x150)+(3x200)+(10x250) =4.100gp
...
1x Ritual Spellbook, 25gp
1x High Magic Spellbook, 25gp
1x An exquisite chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth at least 5.000 gp, and a Tiny replica made from the same materials worth at least 50 gp (Leomund's Secret Chest component)

2024-05-27 18:30 DDHC-CM-09 Lore of Lurue 1 1000 10 Ring of Shooting Stars Show

Teilnehmer:

(9) Bramymond - Prof. Alastor Jones - V.human - Wizard: School of Conjuration 9 - Harpers
(8) Arikatzi020 - Rashaa "Forgotten One" - Aasimar - The Genie Warlock lvl 8 - none
(8) Lichtkrieger - Morthos - Tiefling (Levistus) - Paladin 8
(10) Marcelinho700 - Leo - High-Elf - Thief Rogue 10 - 60ft Darkvision - none

Loot:

5.000gp
Ring of Shooting Stars
Ring, very rare (requires attunement outdoors at night)
While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action.
The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn.
Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring.
Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually.
Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius.
As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created.
Spheres Lightning Damage
4 - 2d4
3 - 2d6
2 - 5d4
1 - 4d12
Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one.

Consumables expended:

2x Potion of Greater Healing (4d4+4)

Charakter Changes:

Level up - Wizard level 10
Level 10: Focused Conjuration. Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can't be broken as a result of taking damage.
Spells known: Steel Wind Strike, Bigby's Hand

Date Played ▼ Adventure Title Tier Session ACP TCP Downtime Renown
Spellbook Planer Show

Spells planned from Spellbook/Scroll drops:
8th Level: Mind Blank (400gp)
9th Level: Gate, Meteor Swarm, Prismatic Wall, Time Stop, Wish (2.250gp)
Total: 2.650gp
Downtime: 12

2025-04-20 19:00 DDHC-QftIS Expedition into the Barrier Peaks 1 10 Show

Cards:

4x Blue Cards

3x Purple Cards

2x Red Cards

2x Yellow Card

3x Platinum Cards

1x Green Cards

2x Security Uniforms

Session 1

5x gems worth 50 gp each (250gp)

3x Bracelets of Spotless Metal 750gp each (2250gp)

"Each bracelet has a small, black screen. When placed on a creature’s wrist, the screen displays the creature’s overall health in the form of a pie chart that shows its current hit points as a fraction of its maximum hit points."

2x gems worth 450 gp and 125 gp (575gp)

20x plastic-encased diamonds worth 100 gp each. (2000gp)

6x crystal flasks filled with priceless liquors

1x a platinum figurine commendation worth 1,000 gp

4x rings worth 600 gp each (2400gp)

2x bracelets worth 200 gp and 150 gp (350gp)

1x jeweled necklace worth 800 gp

4x gems worth 100 gp each (400gp)

2x topaz eyes are each worth 500 gp (1000gp)

2x Needler Pistol

1x Needler Pistol (10/10)

5x Laser Pistol

3x Laser Pistol (15/50 Shots)

2x Laser Rifle

1x Antimatter Rifle

1x Robot Controller

1x [Paralysis Pistol]

14x Sleep Grenade

16x Concussion Grenade

1x Powered Armor

1x Fully Charged Powered Armor

95x Energy Cells

3x Potion of Greater Healing

3x Restorative Ampules

"If consumed by a creature as an action, each ampule reduces the creature’s exhaustion level by 1."

1x Healers Kit

3x Vials of Acid

1x Alchemists Fire

1x Dust of Sneezing and Choking

3x Antitoxin

2025-04-01 19:00 DDHC-CM14 The Canopic Being 10 Show

Teilnehmer:

(14) Bramymond - Prof. Alastor - Variant Human - Wizard: School of Conjuration 14 - Harper
(16) Echo - Nathaniel Windweaver - 2024 Human - 5 Archfey Warlock / 11 Fighter Eldritch Knight - Lords Alliance
(16) Karrakasz - Sir Nemos Ladis - Earth Genasi - Glory Paladin 16 - none
(16) JinxedBear - Catherine Deneuve - Half Wood Elf - Scout Rogue 16 - Harpers
(16) Flammenklinge - Quedania Ebrathir - Shadar Kai – Hexenmeister 15 / Kämpfer 1 - Golden Vault

Loot:

8.110gp
2x Potion of Superior Healing (8d4+8)
...
Sun Blade
Weapon (longsword), rare (requires attunement)
This item appears to be a longsword hilt. While grasping the hilt, you can use 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 longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade.
You gain a +2 bonus to attack 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.
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 use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
Hat of Disguise
Wondrous item, uncommon (requires attunement)
While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.
Ring of Spell Storing
Ring, rare (requires attunement)
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 − 1 levels of stored spells chosen by the DM.
Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.
Watchful Helm
Wondrous item, very rare (requires attunement)
While you wear this helm, you gain a +1 bonus to AC and remain aware of your surroundings even while you’re asleep, and you have advantage on Wisdom (Perception) checks that rely on sight.
As a bonus action, you can cast the see invisibility spell from the helm. Once this property of the helm is used, it can’t be used again until the next dawn.
Staff of Fate
Staff, very rare (requires attunement)
This transparent crystal staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.
Altered Outcome. The staff has 6 charges. As a bonus action, you can expend 1 of the staff’s charges to give yourself or one other creature that you can see a d4. The recipient can roll this d4 and add the number rolled to one ability check, attack roll, damage roll, or saving throw it makes before the start of your next turn. If this extra die is not used before then, it is lost.
If you expend the staff’s last charge, roll a d20. On a roll of 9 or lower, the staff becomes a nonmagical quarterstaff that breaks the first time it scores a hit and deals damage. On a roll of 10 or higher, the staff regains 1d6 of its expended charges.
Crystal Ball of True Seeing
Wondrous item, legendary (requires attunement)
The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.
While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell’s sensor.
Eyes of Minute Seeing
Wondrous item, uncommon
These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.

2025-02-20 19:00 DDHC-CM-13 The Book of Inner Alchemy 10 Show

Teilnehmer:

(16) Echo - Nathaniel Windweaver - 2024 Human - 11 Fighter: Eldritch Knight / 5 Warlock: The Archfey - Unseelie Court
(16) Eisnebrei - Amara -Wood Elf - Warlock 2, Monk: Astral Self 14
(14) Bramymond - Prof. Alastor - Variant Human - Wizard: School of Conjuration 14 - Harper
(16) Flammenklinge – Quedania Ebrathir – Shadar Kai – Warlock: The Fiend 15/Fighter 1 - Golden Vault

Loot:

10.000gp
5x Potion of Superior Healing (8d4+8)
1x Potion of Mind Reading
Quaal's Feather Token (Bird)
Wondrous item, rare
This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect.
Bird. You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a roc, but it obeys your simple commands and can’t attack. It can carry up to 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day, with a one-hour rest for every 3 hours of flying), or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points. You can dismiss the bird as an action.
...
Gloves of Soul Catching (DESTROYED)
Source: Candlekeep Mysteries
Wondrous item, legendary (requires attunement)
Your Constitution score is 20 while you wear these gloves. This property of the gloves has no effect on you if your Constitution is already 20 or higher.
After making a successful unarmed strike while wearing these gloves, you can use the gloves to deal an extra 2d10 force damage to the target, and you regain a number of hit points equal to the force damage dealt. Alternatively, instead of regaining hit points in this way, you can choose to gain advantage on one attack roll, ability check, or saving throw you make before the end of your next turn.

2025-02-04 19:00 DDHC-CM-12 - The Curious Tale of Wisteria Vale 10 Show

Teilnehmer:

(13) Manfred Hase - Zakkaathkovir the Vanquisher - Silver Dragonborn - Conquest Paladin - OotG
(16) Marcelinho700 - Thorin - Aasimar - life cleric 16
(14) Bramymond - Prof. Alastor - Variant Human - Wizard: School of Conjuration 14 - Harper
(16) Trava - Eleanore Hickd - Harregon - Ranger 5, Druid 11

Loot:

20.000gp
1x Dust of Disappearance
Cli Lyre of the Bards
Wondrous Item, Rare (Requires Attunement by a Bard)
An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. The Instruments of the Bards table lists the spells common to all instruments, as well as the spells specific to this one. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage.
You can play the instrument to cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
Fly, Invisibility, Levitate, Protection from Evil and Good, plus Stone Shape, Wall of Fire, Wind Wall

2025-01-04 19:30 DDAL-DRW05 Uncertain Scrutiny -10 Show

Teilnehmer:

(16) Raimundo_O- Shi'ndiira Despana- Shadar-Kai - Phantom Rogue 14 / Barbarian 2 - Harpers
(14) Bramymond - Prof. Alastor - Variant Human - Wizard: School of Conjuration 14 - Harper
(16) Echo - Ori Keendream - Ghostwise Halfling - Archfey Warlock 16 - Emerald Enclave
(16) JinxedBear - Esmeralda Brightheart - Astral Elf - Oath Of Vengeance Paladin 6, College Of Whispers Bard 10 - Order of the Gauntlet
(16) Marcelinho700 - Pan - Half-Orc - Wildheart Barbarian 12 / Rune Knight Fighter 4 - 120ft Darkvision

Loot:

Staff of Frost
Staff, Very Rare (Requires Attunement by a Druid, Sorcerer, Warlock, or Wizard)
You have Resistance to Cold damage while you hold this staff.
Spells. The staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell.
[Cone of Cold, Fog Cloud, Ice Storm, Wall of Ice]
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 turns to water and is destroyed.
Cape of the Mountebank
Wondrous Item, Rare
This cape smells faintly of brimstone. While wearing it, you can use it to cast Dimension Door as a Magic action. This property can’t be used again until the next dawn.
When you teleport with that spell, you leave behind a cloud of smoke. The space you left is Lightly Obscured by that smoke until the end of your next turn.

Consumables expended:

1x Potion of Heroism
1x Potion: Superior Healing (8d4 + 8)
1x Potion: Supreme Healing (10d4+20)

Spellcasting:

Simulacrum: destroyed
Contingency: activated

2025-01-04 17:30 Spellcasting Show

Contingency

Level 6 - Abjuration
Casting Time: 10 minutes
Range: Self
Components: V, S, M (a gem-incrusted statuette of yourself worth 1,500+ GP)
Duration: 10 days
Choose a spell of level 5 or lower that you can cast, that has a casting time of an action, and that can target you. You cast that spell—called the contingent spell—as part of casting Contingency, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain trigger occurs. You describe that trigger when you cast the two spells. For example, a Contingency cast with Water Breathing might stipulate that Water Breathing comes into effect when you are engulfed in water or a similar liquid.
The contingent spell takes effect immediately after the trigger occurs for the first time, whether or not you want it to, and then Contingency ends.
The contingent spell takes effect only on you, even if it can normally target others. You can use only one Contingency spell at a time. If you cast this spell again, the effect of another Contingency spell on you ends. Also, Contingency ends on you if its material component is ever not on your person.
...
Trigger: If I am targeted by a spell or an effect, that would reduce me to 0 hit-points or instantly kill or destory me
Effect: Cast Otiluke's Resilient Sphere
...
Otiluke's Resilient Sphere
Level 4 - Evocation
Casting Time: Action
Range: 30 feet
Components: V, S, M (a glass sphere)
Duration: Concentration, up to 1 minute
A shimmering sphere encloses a Large or smaller creature or object within range. An unwilling creature must succeed on a Dexterity saving throw or be enclosed for the duration.
Nothing-not physical objects, energy, or other spell effects can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.
The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can take an action to push against the sphere's walls and thus roll the sphere at up to half the creature's Speed. Similarly, the globe can be picked up and moved by other creatures.
A Disintegrate spell targeting the globe destroys it without harming anything inside.

Simulacrum

7th-Level Illusion
Casting Time: 12 hours
Range: Touch
Components: V, S, M (snow or ice in quantities sufficient to made a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature’s body placed inside the snow or ice; and powdered ruby worth 1,500 gp)
Duration: Until dispelled
You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature’s hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates, except that it is a construct.
The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots.
If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly.
If you cast this spell again, any duplicate you created with this spell is instantly destroyed.
Consumable expended:
1x Powdered ruby worth 1.500 gp

2025-01-04 17:00 Purchase Log -20 Show Purchase

Copying Spells into the Spellbook

6th Level: Arcane Gate, Chain Lightning, Contingency, Globe of Invulnerability, Programmed Illusion, True Seeing (1800gp)
7th Level: Forcecage, Plane Shift, Sequester, Teleport (1400gp)
Total: 3200gp
Downtime: 20
...
4x Potion: Superior Healing (8d4 + 8), 1.000gp each
1x A gilded ladle worth 500 gp (Tasha's Bubbling Cauldron)
1x A statuette of yourself carved from ivory and decorated with gems worth at least 1.500 gp (Contingency)
1x Powdered ruby worth 1.500 gp (Simulacrum)
1x A miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon; worth in total 15 gp (Mordenkainen's Magnificent Mansion)
25x Plane Shift Forked Metal Rods (25x 250gp = 6250gp) [Material Plane, Feywild, Shadowfell, Astral Plane, Ethereal Plane, Elemental Plane of Fire/Earth/Water/Air, Limbo, Mechanus, Acheron, Nine Hells, Gehenna, Hades, Carceri, Abyss, Pandemonium, Arcadia, Mount Celestia, Bytopia, Elysium, Beastlands, Aborea, Ysgard]

2025-01-02 15:00 CCC-BWM-03 A Tale of Two Towers 10 Show

Teilnehmer:

(16) Echo - Nathaniel Windweaver - 2024 Human - 14 Eldritch Knight/ 2 Warlock - Lords Alliance
(14) Bramymond - Prof. Alastor - Variant Human - Wizard: School of Conjuration 14 - Harper
(16)Eisenbrei - Amara The Tiger - Woodelf - Monk 14, Warlock 2
(16) C0ldW0lf - Corellius - Custom Lineage (Aasimar/Tiefling) - Paladin 6/Warlock 10
(16) Flammenklinge - Quedania Ebrathir - Shadar kai - Warlock: The Fiedn 15/Kämpfer 1

Loot:

20.000gp
1x Potion of Superior Healing
1x Potion of Fire Breath
Dread Helm
Wondrous item, minor tier, common
This fearsome steel helm makes your eyes glow red while you wear it.
Aegis of the Raven Queen (Shield, +3)
Armor (shield), Very rare
This shield appears as a shroud of shadow with the symbol of the Raven Queen glowing in dim red light.
While holding this shield, nonmagical flames are extinguished within 30 feet of you as the shadow lashes out at the flame. The shield encourages you to hold no pity for those who suffer and die, for death is the natural end of life.
While holding this shield, you have a bonus to AC determined by the shield’s rarity. This bonus is in addition to the shield’s normal bonus to AC.

Story Award:

Story Award: Grosvenson?
With access to the libraries of Hillsfar and the knowledge of the citizens of Elventree, you may spend 15 downtime days engaged in research in attempts to locate the town of Grosvenson. Though you failed to locate the town, you learn plenty regarding towns around Hillsfar. In future session, your character gains advantage on all History (Intelligence) checks make to remember details about locations around Hillsfar. This story award is permanent.

2025-01-02 14:00 Downtime: Catching up -40 Show

Charakter Changes:

Level up - Wizard level 14
...
Spells known:
Level 11. Disintegrate, Scatter
Level 12. Summon Fiend, Tasha's Bubbling Cauldron
Level 13. Crown of Stars, Mordenkainen's Magnificent Mansion
Level 14. Reverse Gravity, Simulacrum
...
ASI - Feat 12th Level: War Caster
General Feat (Prerequisite: Level 4+, Spellcasting or Pact Magic Feature)
You gain the following benefits.
Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
Concentration. You have Advantage on Constitution saving throws that you make to maintain your Concentration.
Reactive Spell. When a creature provokes an Opportunity Attack from you by leaving your reach, you can take a Reaction to cast a spell at the creature, rather than making an Opportunity Attack. The spell must have a casting time of one action and must target only that creature.
Somatic Components. You can perform the Somatic components of spells even when you have weapons or a Shield in one or both hands.
...
Level 14: Durable Summons
Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points.

2024-11-17 13:00 DDHC-KftGV-11 Affair on the Concordant Express 10 Show

Teilnehmer:

(10)Kiri - Vayle Cassalanther - Human - Fighter 1/Thief Rogue 9 - Golden Vault
(5) Liska100 - Iggy Hopp - Human - Bard: College of Lore 5 - Golden Vault
(10) Flammenklinge – Erannis Maerfete – Eladrin – Druid: Circle of Wildfire 10
(10) Bramymond - Prof. Alastor Jones - Human - Wizard: School of Conjuration 10 - Harpers

Loot:

5.150gp
1x Potion of Greater Healing
Dimensional Shackles
Wondrous item, rare
You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don’t prevent the creature from passing through an interdimensional portal.
You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles.
Mithral Armor (Chainmail)
Armor (medium or heavy, but not hide), uncommon
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.
Silvered Greatsword +3
Weapon (greatsword), very rare
You have a +3 bonus to attack and damage rolls made with this magic weapon.
Silvered Weapons: Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weap⁠ons, so cautious adventurers invest extra coin to plate their weap⁠ons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective.
Decanter of Endless Water
Wondrous item, uncommon
This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.
You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options:
“Stream” produces 1 gallon of water.
“Fountain” produces 5 gallons of water.
“Geyser” produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn’t being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.
Silver Horn of Valhalla
Wondrous item, rare
You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics from the Monster Manual. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can’t be used again until 7 days have passed.
Four types of horn of Valhalla are known to exist, each made of a different metal. The horn’s type determines how many berserkers answer its summons, as well as the requirement for its use. The DM chooses the horn’s type or determines it randomly.
If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.
d100 Horn Type Berserkers Summoned Requirement
01-40 Silver 2d4+2 None
41-75 Brass 3d4+3 Proficiency with all simple weapons
76-90 Bronze 4d4+4 Proficiency with all medium armor
91-00 Iron 5d4+5 Proficiency with all martial weapons

Story Award:

Mysterious Equation. You learn a new language of your choice.

Consumables expended:

1x Potion of Supreme Healing (10d4+20)

Golden Vault Reward:

Ring of Force Resistance
Ring, Rare
You have Resistance to Force damage while wearing this ring. The gemstone in the ring is a sapphire.

2024-10-24 19:00 DDAL00-06 Lost Laboratories of Kwalish 4 40 Show

Teilnehmer:

(10) Raimundo_O- Llanfair Pwllgwyngyll- Eladrin - Artificer: Battlesmith 3/ Wizard: War Magic 7 - Honorary Wychlaran
(10) Bramymond - Prof. Alastor Jones - Human - Wizard: School of Conjuration 10 - Harpers
(9) Eisenbrei - Mersilia Kerynkyre - Shadar Kai - Fighter: The Champion 9
(10) JinxedBear - Catherine Deneuve - Half Elf - Rogue: The Scout 8/ Ranger 2 - Harpers
(9)Kiri - I'rikk - Halfling - Artificer: The Artillerist 9/ Wizard 1

Loot:

24.450gp
1x Cold Weather Clothes, 1x Snowshoes, 2x Crampons
1x Residence in Ravenpeak
1x Spell Scroll: Animate Dead, Flock of Familiars, Galder's Speedy Courier, Galder's Tower, Greater Restoration
...
Charm of the Traveler's Haven
This charm has 3 charges. As an action, you can expend 1 of the charm's charges to cast the Leomund's Tiny Hut spell, no components required. Once all its charges have been expended, this charm vanishes from you.
This Tiny Hut has the shape of a small tree with a protective canopy of leaves.
Ioun Stone of Language Knowledge (Rare). You are fluent in one additional language while this pulsating bit of red jeweled crystal orbits your head. The DM chooses the language bestowed by the stone (Netherese/Loross).
Ioun Stone of Historical Knowledge (Rare). You gain proficiency in the History skill, or a +1 bonus to checks with that skill if already proficient, while this polished, steely sphere orbits your head.
...
Polymorph Blade
Weapon (scimitar), very rare (requires attunement)
When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving throw in addition to suffering the attack’s normal effects. On a failed save, the creature also suffers the effects of a Polymorph spell. Roll a d20 and consult the following table to determine the form the target creature is transformed into.
A creature is immune to this effect if it is immune to damage of the weapon’s type, is a shapechanger, or has legendary actions.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a Remove Curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you suffer the effect of a Polymorph spell for 1 hour, rolling on the table to determine your new form.
...
Blade of the Medusa
Weapon (shortsword), very rare (requires attunement)
When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Constitution saving throw in addition to suffering the attack’s normal effects. On a failed save, the creature is restrained and must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this effect three times, the effect ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for 1 hour.
A creature is immune to this effect if it is immune to damage of the weapon’s type, does not have a body made of flesh, or has legendary actions.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a Remove Curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you must succeed on a DC 15 Constitution saving throw or be restrained and forced to make additional saves against being petrified, as above.
...
Galder's Bubble Pipe
Wondrous item, rare (requires attunement)
This finely carved pipe blows odorless bubbles instead of smoke when used. The pipe has 3 charges, and it regains all spent charges daily at dawn. While you hold the pipe, you can expend charges to gain access to the following properties:
You can cast Fog Cloud as an action (1 charge).
You can cast Misty Step as a bonus action (2 charges).
You can summon a steam mephit as an action (3 charges). The mephit is friendly to you, obeys your verbal commands, and acts on its own turn in the initiative order. It disappears in a harmless puff of steam after 1 minute or if it ends its turn more than 60 feet from the pipe.
...
Heward's Hireling Armor
Armor (leather), very rare (requires attunement)
A number of Kwalish’s experiments were attempts to research the works of the legendary mage Heward, who first crafted what he named Hireling Armor. While wearing this armor, you gain a +1 bonus to AC. In addition, the armor’s animated straps can assist with the drawing and sheathing of weapons, such that you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
This armor also has six pockets, each of which is an extradimensional space. Each pocket can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The armor always weighs 10 pounds, regardless of its pockets’ contents. Placing an object into one of the armor’s pockets follows the normal rules for interacting with objects. Retrieving an item from a pocket of the armor requires you to use an action. When you reach into a pocket for a specific item, the item is always magically on top.
Placing the armor inside an extradimensional space created by a Bag of Holding, a Heward’s Handy Haversack, or a 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 and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
...
Gambler's Blade
Weapon (any sword), rare (requires attunement)
Choose a magical bonus of +1 to +3. This sword gains that bonus to its attack and damage rolls. For each point of bonus you choose for the sword, you take a corresponding penalty (−1 to −3) to your death saving throws. You can change this magical bonus each day at dawn.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a Remove Curse spell or similar magic, you are unwilling to part with the weapon.
...
Leather Golem Armor
Armor (leather), rare (requires attunement)
Strange rituals have repurposed the body of a flesh golem into this partially sentient suit of leather armor. While wearing this armor, you gain a +1 bonus to AC and to saving throws against spells and other magical effects. In addition, you gain the following properties:
Immutable Form. You are immune to any spell or effect that would alter your form.
Lightning Absorption. You gain resistance to lightning damage. Whenever you take lightning damage, you gain 5 temporary hit points.
Curse. This armor is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a Remove Curse spell or similar magic, you are unwilling to part with the armor. In addition, while you wear the cursed armor, you gain the following properties:
Aversion of Fire. If you take fire damage, you have disadvantage on attack rolls and ability checks until the end of your next turn.
Berserk. Whenever a critical hit is made against you, roll a d6. On a 6, the armor causes you to go berserk. On each of your turns while berserk, you attack the nearest creature you can see. If no creature is near enough to move to and attack, you attack an object, with preference for an object smaller than yourself. Once the armor causes you to go berserk, it cannot be removed. You continue to attack until you are incapacitated or until another creature is able to calm you with appropriate magic (such as a calm emotions spell) or a successful DC 15 Charisma (Persuasion) check.
...
Manual of Golems (1x Flesh & 1x Iron)
Wondrous Item, very rare
This tome contains information and incantations necessary to make a particular type of golem. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage.
Golem Time Cost
Manual of Clay Golems 30 days 65,000 GP
Manual of Flesh Golems 60 days 50,000 GP
Manual of Iron Golems 120 days 100,000 GP
Manual of Stone Golems 90 days 80,000 GP
To create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost to purchase supplies.
Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.
Notes: Creation, Consumable
...
Boots of Striding and Springing
Wondrous Item, Uncommon (Requires Attunement)
While you wear these boots, your Speed becomes 30 feet unless your Speed is higher, and your Speed isn’t reduced by you carrying weight in excess of your carrying capacity or wearing Heavy Armor.
Once on each of your turns, you can jump up to 30 feet by spending only 10 feet of movement.
...
Apparatus of Kwalish (10 Person Capacity)
Wondrous Item, Legendary
This item first appears to be a sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster.
The Apparatus of Kwalish is a Large object with the following statistics: AC 20; HP 200; Speed 30 ft., Swim 30 ft. (or 0 ft. for both if the legs aren’t extended); Immunity to Poison and Psychic damage.
To be used as a vehicle, the apparatus requires one pilot. While the apparatus’s hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside.
The apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 Bludgeoning damage each minute from pressure.
A creature in the compartment can take a Utilize action to move as many as two of the apparatus’s levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as shown in the Apparatus of Kwalish Levers table.
...
Folding Boat
Wondrous Item, rare
This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it.
One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.
The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably.
When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.
The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.
Notes: Movement, Utility, Exploration
...
Wings of Flying
Wondrous item, rare (requires attunement)
While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can't use them again for 1d12 hours.
...
Tan Bag of Tricks
Wondrous Item, Uncommon
This bag made from tan cloth appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object.
You can take a Magic action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling on the table that corresponds to the bag’s color. See the Monster Manual for the creature’s stat block. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points.
The creature is Friendly to you and your allies, and it acts immediately after you on your Initiative count. You can take a Bonus Action to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such orders, the creature acts in a fashion appropriate to its nature.
Once three fuzzy objects have been pulled from the bag, the bag can’t be used again until the next dawn.
...
1x Trinket: An amulet that displays your current health as a green bar above your head, with the bar retracting as your hit point total decreases
...
Robe of the Archmagi (White)
Wondrous Item, legendary (requires attunement by a sorcerer, warlock, or wizard)
This elegant garment is made from exquisite cloth and adorned with runes.
You gain these benefits while wearing the robe.
Armor. If you aren’t wearing armor, your base Armor Class is 15 plus your Dexterity modifier.
Magic Resistance. You have Advantage on saving throws against spells and other magical effects.
War Mage. Your spell save DC and spell attack bonus each increase by 2.
Notes: Bonus: Spell Attacks, Bonus: Spell Save DC, Advantage: Saving Throws, Set: Unarmored Armor Class, sorcerer, warlock, or wizard, Buff, Warding, Outerwear

Consumables expended:

3x Potion of Supreme Healing (10d4+20)

2024-10-24 16:00 Purchase Log Show Purchase

Buying:
5x Potion of Supreme Healing, for 5.000gp each
Mundane Items:
10x Antitoxin, for 50gp each
2x Caltrops, for 1gp each
1x Healer's kit, for 5gp
1x Ink, for 10gp
1x Ink pen, for 2cp
5x Oil, for 1sp each
500x Paper, for 100gp total
10x Perfume, for 5gp each

2024-09-17 00:20 Trade Log -5 Show Trade Log

Leodithas Crown [https://www.adventurersleaguelog.com/users/44297/characters/107478]
Berserker Axe, +2 > Spear of Backbiting

Giving:

Berserker Axe +2
Weapon (battleaxe), very rare (requires attunement)
The battleaxe has a blade of bronze, and the haft is wound with snakeskin wrappings. The weapon detects as magical. It casts an ominous shadow in the shape of what appears to be a withered arm.
Concealed beneath the wrappings around the handle is a parchment containing the spells passwall, burning hands, and gust of wind. When the attuned wielder uses an action to say the correct words of power, which are engraved in Olman on the axe blade, one of these spells can be cast.
The axe has 12 charges and regains 1d6 + 4 expended charges daily at dawn. Casting a spell from it takes a number of charges equal to the level at which the spell is cast (5th for passwall, 2nd for gust of wind, and 1st or higher for burning hands; spell save DC 15). If the parchment is removed from the axe, the axe loses the capability of casting these spells forever.
You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit points maximum increases by 1 for each level you have attained.

Receiving:

Spear of Backbiting
Weapon (spear or javelin), very rare (requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, its normal and long ranges both increase by 30 feet. and it deals one extra die of damage on a hit. After you throw it and it hits or misses, it flies back to your hand immediately.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with Remove Curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one.
Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear.

2024-08-07 17:30 DDHC-CM-11 Zikran's Xephyrean Tome 10 Show

Teilnehmer:

(10) Bramymond - Prof. Alastor Jones - V.human - Wizard: School of Conjuration 10 - Harpers
(9) Jarlsson – Eiríkur Magnússon Donnerfaust – Hill Dwarf – Oath of Glory Paladin 8 / Divine Soul Sorcerer 1 – none
(10) Ineverexist - Milina Greyward - Kenku - Life Cleric 10 - Knight of the Order of the Silver Dragon
(10) TimoL - Zoey Fortescue - Aasimar - Wizard 10 - Darkvision 60ft.

Loot:

3000gp
2x Potion of Greater Healing (4d4+4)
Iron Bands of Bilarro
Wondrous item, rare
This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands.
Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more.
A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.
Once the bands are used, they can’t be used again until the next dawn.
Censer of Controlling Air Elementals
Wondrous item, rare
While incense is burning in this censer, you can use an action to speak the censer’s command word and summon an air elemental, as if you had cast the conjure elemental spell. The censer can’t be used this way again until the next dawn.
This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound.
Zikran's Spellbook
Cantrips: fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level: detect magic, identify, mage armor, magic missile
2nd level: detect thoughts, mirror image, misty step
3rd level: counterspell, fly, lightning bolt
4th level: banishment, fire shield, stoneskin
5th level cone of cold, scrying, wall of force, conjure elemental
6th level: globe of invulnerability
7th level: teleport
8th level: mind blank
9th level: time stop

Consumables expended:

1x Potion of Greater Healing (4d4+4)
1x Gems worth 1000gp

2024-07-22 18:30 DDHC-CM-10 Kandlekeep Dekonstruction 10 Show

Teilnehmer:

(10) Bramymond - Prof. Alastor Jones - V.human - Wizard: School of Conjuration 10 - Harpers
(10) Echo - Leodar Summersinger - Astral Elf - Glamour Bard 10 - None
(8) Jarlsson – Eiríkur Magnússon Donnerfaust – Hill Dwarf – Oath of Glory Paladin 7 / Divine Soul Sorcerer 1
(9) Pet_Kola - Sinvallas Faeoldur - Artificer 1 / Abjuration Wizard 8 - None
(10) Gomo Nimblebranch - Ghostwise Halfling - Lore Bard 10 - None

Loot:

1755gp
Ring of Telekinesis
Ring, very rare (requires attunement)
While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried.
Stonky Noptopper’s Spells o’ Plenty. Stonky’s fat little spellbook contains the following wizard spells: alarm, animate objects, arcane lock, banishment, chain lightning, clairvoyance, detect magic, dispel magic, fabricate, fireball, flesh to stone, fly, globe of invulnerability, glyph of warding, grease, knock, legend lore, levitate, locate creature, locate object, mage armor, planar binding, polymorph, programmed illusion, protection from evil and good, scrying, see invisibility, sending, shield, telekinesis, and true seeing.
Heroes’ Feast: A Cookbook. This richly illustrated book of recipes was written by a trio of culinary enthusiasts named Wyk Nenmael, Nojen Eptros, and Imrit Welachwe. Any creature that spends a short rest poring over the book’s recipes gains a supernatural charm called the charm of the heroes’ feast. This charm allows you to cast the heroes’ feast spell as an action, no components required. Once used, this charm goes away. The book teleports to a secret vault in Candlekeep after bestowing its charm on a creature.

Consumables expended:

2x Potion of Greater Healing (4d4+4)

2024-06-19 18:00 Purchase Log -21 Show Purchase

Spell Scrolls:
1st Level: Illusory Script (1x75gp)
2nd Level: Augury, Magic Mouth, Nystul's Magic Aura, Rime's Binding Ice, Skywright (5x150gp)
3rd Level: Speak with Dead, Summon, Fey, Summon Undead (3x300gp)
4th Level: Mordenkainen's Private Sanctum, Fire Shield, Hallucinatory Terrain, Stoneskin, Summon Aberration, Summon Construct (6x500gp)
5th Level: Conjure Elemental, Modify Memory, Summon Draconic Spirit (3x1000gp)
Total: 7.725gp
Copying Spells into the Book: (1x50)+(5x100)+(3x150)+(6x200)+(3x250) = 2.300gp
Downtime: 21
...
1x Gilded Flower, worth 300 gp (Summon Fey)
1x Gilded Skull, worth 300 gp (Summon Undead)
1x Eyeball in a Platinum inlaid Vial, worth 400 gp (Summon Aberration)
1x Ornate stone and metal Lockbox, worth 400 gp (Summon Construct)
1x Object with the Image of a Dragon, worth 500 gp (Summon Draconic Spirit)

2024-06-02 16:30 DDHC-TYP-3 - The hidden shrine of Tamoachan 2 20 Show

Teilnehmer:

(6) Brennjie - Spriggan - Ranger Horizon Walker 6 - none - Darkvision 60ft
(10) Bramymond - Prof. Alastor Jones - V.human - Wizard: School of Conjuration 10 - Harpers
(8) Arikatzi020 - Rashaa "Forgotten One" - Aasimar - The Genie Warlock lvl 8 - none
(10) Raimundo_O - Llanfair Pwllgwyngyll - Eladrin - Artificer 3 - Wizard 7 - none

Loot:

12.360gp
Spell Scrolls: Detect Magic, Stone Shape
1x Elixir of Health
1x Potion of Invisibility
1x Potion of Clairvoyance
1x Dust of Disappearance
1x Potion of Hill Giant Strength

1x Dried Heart
The urn holds the dried heart of a mighty yuan-ti that radiates transmutation magic if detect magic is used on it. Any character who eats the entire thing gains the permanent ability to understand the speech of snakes and yuan-ti.
...
Longsword +1 of Plant Slaying
The sword is a +1 longsword in fine condition, made of laminated wood, inset with jagged teeth of obsidian. It deals an extra 2d6 damage to any creature of the plant type.
Ring of Protection
Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.
Ring of Animal Influence
Ring, rare
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
Berserker Axe +2
Weapon (battleaxe), very rare (requires attunement)
The battleaxe has a blade of bronze, and the haft is wound with snakeskin wrappings. The weapon detects as magical. It casts an ominous shadow in the shape of what appears to be a withered arm.
Concealed beneath the wrappings around the handle is a parchment containing the spells passwall, burning hands, and gust of wind. When the attuned wielder uses an action to say the correct words of power, which are engraved in Olman on the axe blade, one of these spells can be cast.
The axe has 12 charges and regains 1d6 + 4 expended charges daily at dawn. Casting a spell from it takes a number of charges equal to the level at which the spell is cast (5th for passwall, 2nd for gust of wind, and 1st or higher for burning hands; spell save DC 15). If the parchment is removed from the axe, the axe loses the capability of casting these spells forever.
You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit points maximum increases by 1 for each level you have attained.
Ring of Fire Resistance
Ring, rare (requires attunement)
You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type.
Bracers of Defense
Wondrous, Requires Attunement
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
Gloves of Missile Snaring
Wondrous item, uncommon (requires attunement)
These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier. provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.
Amulet of Protection from Turning
Wondrous item, rare (requires attunement)
While you wear this amulet of silver and turquoise, you have advantage on saving throws against effects that turn undead.
If you fail a saving throw against such an effect, you can choose to succeed instead. You can do so three times, and expended uses recharge daily at dawn.
Each time an effect that turns undead is used against you, the amulet glows with silvery blue light for a few seconds.
Bracelet of Rock Magic
Wondrous item, very rare (requires attunement)
While you wear this gold bracelet, it grants you immunity to being petrified, and it allows you to cast flesh to stone (save DC 15) as an action. Once the spell has been cast three times, the bracelet can no longer cast it. Thereafter, you can cast stone shape as an action. After you have done this thirteen times, the bracelet loses its magic and turns from gold to lead.
Eagle Whistle
Wondrous item, rare
While you blow an eagle whistle continuously, you can fly twice as fast as your walking speed. You can blow the whistle continuously for a number of rounds equal to 5 + five times your Constitution modifier (minimum of 1 round) or until you talk, hold your breath, or start suffocating. A use of the whistle also ends if you land. If you are aloft when you stop blowing the whistle, you fall. The whistle has three uses. It regains expended uses daily at dawn.
Wand of Lightning Bolts
Wand, rare (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
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.
Hat of Disguise
Wondrous item, uncommon (requires attunement)
While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed. A ferret-faced, feathered mask that functions as a hat of disguise.
Balance of Harmony
Wondrous item, uncommon
This scale bears celestial symbols on one pan and fiendish symbols on the other. You can use the scale to cast detect evil and good as a ritual. Doing so requires you to place the scale on a solid surface, then sprinkle the pans with holy water or place a transparent gem worth 100 gp in each pan. The scale remains motionless if it detects nothing, tips to one side or the other for good (consecrated) or evil (desecrated), and fluctuates slightly if it detects a creature appropriate to the spell but neither good nor evil. By touching the scales after casting the ritual, you instantly learn any information the spell can normally convey, and then the effect ends.
Mirror of the Past
Wondrous item, rare
The holder of this platinum hand mirror can learn something about the history of a specific object or creature by taking an action to gaze into the mirror and think of the target. Instead of the holder’s reflection, the mirror presents scenes from the target’s past. Information conveyed is accurate, but it is random and cryptic, and presented in no particular order. Once it is activated, the mirror gives its information for 1 minute or less, then returns to normal. It can’t be used again until the next dawn.
Periapt of Wound Closure
Wondrous item, uncommon (requires attunement)
While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.
Rod of the Pact Keeper, +1
Rod, uncommon (+1), rare (+2), or very rare (+3) (requires attunement by a warlock)
While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. The bonus is determined by the rod’s rarity.
In addition, you can regain one warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.

2024-06-01 20:00 Purchase Log -31 Show Purchase

Spell Scrolls:
2nd Level: Arcane Lock, Arcane Vigor, Darkvision, See Invisibility(4x150gp)
3rd Level: Major Image, Sending, Slow, Tiny Servant (4x300gp)
4th Level: Greater Invisibility, Ice Storm, Leomund's Secret Chest (3x500gp)
5th Level: Animate Objects, Circle of Power, Cone of Cold, Far Step, Legend Lore, Rary's Telepathic Bond, Passwall, Hold Monster, Planar Binding, Telekinesis (10x1000gp)
Total: 13.300gp
Copying Spells into the Book: (4x100)+(4x150)+(3x200)+(10x250) =4.100gp
...
1x Ritual Spellbook, 25gp
1x High Magic Spellbook, 25gp
1x An exquisite chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth at least 5.000 gp, and a Tiny replica made from the same materials worth at least 50 gp (Leomund's Secret Chest component)

2024-05-27 18:30 DDHC-CM-09 Lore of Lurue 10 Show

Teilnehmer:

(9) Bramymond - Prof. Alastor Jones - V.human - Wizard: School of Conjuration 9 - Harpers
(8) Arikatzi020 - Rashaa "Forgotten One" - Aasimar - The Genie Warlock lvl 8 - none
(8) Lichtkrieger - Morthos - Tiefling (Levistus) - Paladin 8
(10) Marcelinho700 - Leo - High-Elf - Thief Rogue 10 - 60ft Darkvision - none

Loot:

5.000gp
Ring of Shooting Stars
Ring, very rare (requires attunement outdoors at night)
While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action.
The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn.
Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring.
Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually.
Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius.
As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created.
Spheres Lightning Damage
4 - 2d4
3 - 2d6
2 - 5d4
1 - 4d12
Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one.

Consumables expended:

2x Potion of Greater Healing (4d4+4)

Charakter Changes:

Level up - Wizard level 10
Level 10: Focused Conjuration. Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can't be broken as a result of taking damage.
Spells known: Steel Wind Strike, Bigby's Hand

Date Played ▼ Adventure Title Session XP GP Downtime Renown Magic Items
Spellbook Planer Show

Spells planned from Spellbook/Scroll drops:
8th Level: Mind Blank (400gp)
9th Level: Gate, Meteor Swarm, Prismatic Wall, Time Stop, Wish (2.250gp)
Total: 2.650gp
Downtime: 12

2025-04-20 19:00 DDHC-QftIS Expedition into the Barrier Peaks 1 10 Show

Cards:

4x Blue Cards

3x Purple Cards

2x Red Cards

2x Yellow Card

3x Platinum Cards

1x Green Cards

2x Security Uniforms

Session 1

5x gems worth 50 gp each (250gp)

3x Bracelets of Spotless Metal 750gp each (2250gp)

"Each bracelet has a small, black screen. When placed on a creature’s wrist, the screen displays the creature’s overall health in the form of a pie chart that shows its current hit points as a fraction of its maximum hit points."

2x gems worth 450 gp and 125 gp (575gp)

20x plastic-encased diamonds worth 100 gp each. (2000gp)

6x crystal flasks filled with priceless liquors

1x a platinum figurine commendation worth 1,000 gp

4x rings worth 600 gp each (2400gp)

2x bracelets worth 200 gp and 150 gp (350gp)

1x jeweled necklace worth 800 gp

4x gems worth 100 gp each (400gp)

2x topaz eyes are each worth 500 gp (1000gp)

2x Needler Pistol

1x Needler Pistol (10/10)

5x Laser Pistol

3x Laser Pistol (15/50 Shots)

2x Laser Rifle

1x Antimatter Rifle

1x Robot Controller

1x [Paralysis Pistol]

14x Sleep Grenade

16x Concussion Grenade

1x Powered Armor

1x Fully Charged Powered Armor

95x Energy Cells

3x Potion of Greater Healing

3x Restorative Ampules

"If consumed by a creature as an action, each ampule reduces the creature’s exhaustion level by 1."

1x Healers Kit

3x Vials of Acid

1x Alchemists Fire

1x Dust of Sneezing and Choking

3x Antitoxin

2025-04-01 19:00 DDHC-CM14 The Canopic Being 1622 10 Crystal Ball of True Seeing, Eyes of Minute Seeing, Sun Blade, Ring of Spell Storing, Watchful Helm, Staff of Fate Show

Teilnehmer:

(14) Bramymond - Prof. Alastor - Variant Human - Wizard: School of Conjuration 14 - Harper
(16) Echo - Nathaniel Windweaver - 2024 Human - 5 Archfey Warlock / 11 Fighter Eldritch Knight - Lords Alliance
(16) Karrakasz - Sir Nemos Ladis - Earth Genasi - Glory Paladin 16 - none
(16) JinxedBear - Catherine Deneuve - Half Wood Elf - Scout Rogue 16 - Harpers
(16) Flammenklinge - Quedania Ebrathir - Shadar Kai – Hexenmeister 15 / Kämpfer 1 - Golden Vault

Loot:

8.110gp
2x Potion of Superior Healing (8d4+8)
...
Sun Blade
Weapon (longsword), rare (requires attunement)
This item appears to be a longsword hilt. While grasping the hilt, you can use 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 longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade.
You gain a +2 bonus to attack 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.
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 use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
Hat of Disguise
Wondrous item, uncommon (requires attunement)
While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.
Ring of Spell Storing
Ring, rare (requires attunement)
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 − 1 levels of stored spells chosen by the DM.
Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.
Watchful Helm
Wondrous item, very rare (requires attunement)
While you wear this helm, you gain a +1 bonus to AC and remain aware of your surroundings even while you’re asleep, and you have advantage on Wisdom (Perception) checks that rely on sight.
As a bonus action, you can cast the see invisibility spell from the helm. Once this property of the helm is used, it can’t be used again until the next dawn.
Staff of Fate
Staff, very rare (requires attunement)
This transparent crystal staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.
Altered Outcome. The staff has 6 charges. As a bonus action, you can expend 1 of the staff’s charges to give yourself or one other creature that you can see a d4. The recipient can roll this d4 and add the number rolled to one ability check, attack roll, damage roll, or saving throw it makes before the start of your next turn. If this extra die is not used before then, it is lost.
If you expend the staff’s last charge, roll a d20. On a roll of 9 or lower, the staff becomes a nonmagical quarterstaff that breaks the first time it scores a hit and deals damage. On a roll of 10 or higher, the staff regains 1d6 of its expended charges.
Crystal Ball of True Seeing
Wondrous item, legendary (requires attunement)
The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.
While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell’s sensor.
Eyes of Minute Seeing
Wondrous item, uncommon
These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.

2025-02-20 19:00 DDHC-CM-13 The Book of Inner Alchemy 2500 10 Gloves of Soul Catching (DESTROYED) Show

Teilnehmer:

(16) Echo - Nathaniel Windweaver - 2024 Human - 11 Fighter: Eldritch Knight / 5 Warlock: The Archfey - Unseelie Court
(16) Eisnebrei - Amara -Wood Elf - Warlock 2, Monk: Astral Self 14
(14) Bramymond - Prof. Alastor - Variant Human - Wizard: School of Conjuration 14 - Harper
(16) Flammenklinge – Quedania Ebrathir – Shadar Kai – Warlock: The Fiend 15/Fighter 1 - Golden Vault

Loot:

10.000gp
5x Potion of Superior Healing (8d4+8)
1x Potion of Mind Reading
Quaal's Feather Token (Bird)
Wondrous item, rare
This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect.
Bird. You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a roc, but it obeys your simple commands and can’t attack. It can carry up to 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day, with a one-hour rest for every 3 hours of flying), or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points. You can dismiss the bird as an action.
...
Gloves of Soul Catching (DESTROYED)
Source: Candlekeep Mysteries
Wondrous item, legendary (requires attunement)
Your Constitution score is 20 while you wear these gloves. This property of the gloves has no effect on you if your Constitution is already 20 or higher.
After making a successful unarmed strike while wearing these gloves, you can use the gloves to deal an extra 2d10 force damage to the target, and you regain a number of hit points equal to the force damage dealt. Alternatively, instead of regaining hit points in this way, you can choose to gain advantage on one attack roll, ability check, or saving throw you make before the end of your next turn.

2025-02-04 19:00 DDHC-CM-12 - The Curious Tale of Wisteria Vale 5000 10 Cli Lyre of the Bards Show

Teilnehmer:

(13) Manfred Hase - Zakkaathkovir the Vanquisher - Silver Dragonborn - Conquest Paladin - OotG
(16) Marcelinho700 - Thorin - Aasimar - life cleric 16
(14) Bramymond - Prof. Alastor - Variant Human - Wizard: School of Conjuration 14 - Harper
(16) Trava - Eleanore Hickd - Harregon - Ranger 5, Druid 11

Loot:

20.000gp
1x Dust of Disappearance
Cli Lyre of the Bards
Wondrous Item, Rare (Requires Attunement by a Bard)
An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. The Instruments of the Bards table lists the spells common to all instruments, as well as the spells specific to this one. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage.
You can play the instrument to cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
Fly, Invisibility, Levitate, Protection from Evil and Good, plus Stone Shape, Wall of Fire, Wind Wall

2025-01-04 19:30 DDAL-DRW05 Uncertain Scrutiny 3000 -10 Staff of Frost, Cape of the Mountebank Show

Teilnehmer:

(16) Raimundo_O- Shi'ndiira Despana- Shadar-Kai - Phantom Rogue 14 / Barbarian 2 - Harpers
(14) Bramymond - Prof. Alastor - Variant Human - Wizard: School of Conjuration 14 - Harper
(16) Echo - Ori Keendream - Ghostwise Halfling - Archfey Warlock 16 - Emerald Enclave
(16) JinxedBear - Esmeralda Brightheart - Astral Elf - Oath Of Vengeance Paladin 6, College Of Whispers Bard 10 - Order of the Gauntlet
(16) Marcelinho700 - Pan - Half-Orc - Wildheart Barbarian 12 / Rune Knight Fighter 4 - 120ft Darkvision

Loot:

Staff of Frost
Staff, Very Rare (Requires Attunement by a Druid, Sorcerer, Warlock, or Wizard)
You have Resistance to Cold damage while you hold this staff.
Spells. The staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell.
[Cone of Cold, Fog Cloud, Ice Storm, Wall of Ice]
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 turns to water and is destroyed.
Cape of the Mountebank
Wondrous Item, Rare
This cape smells faintly of brimstone. While wearing it, you can use it to cast Dimension Door as a Magic action. This property can’t be used again until the next dawn.
When you teleport with that spell, you leave behind a cloud of smoke. The space you left is Lightly Obscured by that smoke until the end of your next turn.

Consumables expended:

1x Potion of Heroism
1x Potion: Superior Healing (8d4 + 8)
1x Potion: Supreme Healing (10d4+20)

Spellcasting:

Simulacrum: destroyed
Contingency: activated

2025-01-04 17:30 Spellcasting Show

Contingency

Level 6 - Abjuration
Casting Time: 10 minutes
Range: Self
Components: V, S, M (a gem-incrusted statuette of yourself worth 1,500+ GP)
Duration: 10 days
Choose a spell of level 5 or lower that you can cast, that has a casting time of an action, and that can target you. You cast that spell—called the contingent spell—as part of casting Contingency, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain trigger occurs. You describe that trigger when you cast the two spells. For example, a Contingency cast with Water Breathing might stipulate that Water Breathing comes into effect when you are engulfed in water or a similar liquid.
The contingent spell takes effect immediately after the trigger occurs for the first time, whether or not you want it to, and then Contingency ends.
The contingent spell takes effect only on you, even if it can normally target others. You can use only one Contingency spell at a time. If you cast this spell again, the effect of another Contingency spell on you ends. Also, Contingency ends on you if its material component is ever not on your person.
...
Trigger: If I am targeted by a spell or an effect, that would reduce me to 0 hit-points or instantly kill or destory me
Effect: Cast Otiluke's Resilient Sphere
...
Otiluke's Resilient Sphere
Level 4 - Evocation
Casting Time: Action
Range: 30 feet
Components: V, S, M (a glass sphere)
Duration: Concentration, up to 1 minute
A shimmering sphere encloses a Large or smaller creature or object within range. An unwilling creature must succeed on a Dexterity saving throw or be enclosed for the duration.
Nothing-not physical objects, energy, or other spell effects can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.
The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can take an action to push against the sphere's walls and thus roll the sphere at up to half the creature's Speed. Similarly, the globe can be picked up and moved by other creatures.
A Disintegrate spell targeting the globe destroys it without harming anything inside.

Simulacrum

7th-Level Illusion
Casting Time: 12 hours
Range: Touch
Components: V, S, M (snow or ice in quantities sufficient to made a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature’s body placed inside the snow or ice; and powdered ruby worth 1,500 gp)
Duration: Until dispelled
You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature’s hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates, except that it is a construct.
The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots.
If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly.
If you cast this spell again, any duplicate you created with this spell is instantly destroyed.
Consumable expended:
1x Powdered ruby worth 1.500 gp

2025-01-04 17:00 Purchase Log -16965 -20 Show Purchase

Copying Spells into the Spellbook

6th Level: Arcane Gate, Chain Lightning, Contingency, Globe of Invulnerability, Programmed Illusion, True Seeing (1800gp)
7th Level: Forcecage, Plane Shift, Sequester, Teleport (1400gp)
Total: 3200gp
Downtime: 20
...
4x Potion: Superior Healing (8d4 + 8), 1.000gp each
1x A gilded ladle worth 500 gp (Tasha's Bubbling Cauldron)
1x A statuette of yourself carved from ivory and decorated with gems worth at least 1.500 gp (Contingency)
1x Powdered ruby worth 1.500 gp (Simulacrum)
1x A miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon; worth in total 15 gp (Mordenkainen's Magnificent Mansion)
25x Plane Shift Forked Metal Rods (25x 250gp = 6250gp) [Material Plane, Feywild, Shadowfell, Astral Plane, Ethereal Plane, Elemental Plane of Fire/Earth/Water/Air, Limbo, Mechanus, Acheron, Nine Hells, Gehenna, Hades, Carceri, Abyss, Pandemonium, Arcadia, Mount Celestia, Bytopia, Elysium, Beastlands, Aborea, Ysgard]

2025-01-02 15:00 CCC-BWM-03 A Tale of Two Towers 4000 10 Dread Helm, Aegis of the Raven Queen (Shield, +3) Show

Teilnehmer:

(16) Echo - Nathaniel Windweaver - 2024 Human - 14 Eldritch Knight/ 2 Warlock - Lords Alliance
(14) Bramymond - Prof. Alastor - Variant Human - Wizard: School of Conjuration 14 - Harper
(16)Eisenbrei - Amara The Tiger - Woodelf - Monk 14, Warlock 2
(16) C0ldW0lf - Corellius - Custom Lineage (Aasimar/Tiefling) - Paladin 6/Warlock 10
(16) Flammenklinge - Quedania Ebrathir - Shadar kai - Warlock: The Fiedn 15/Kämpfer 1

Loot:

20.000gp
1x Potion of Superior Healing
1x Potion of Fire Breath
Dread Helm
Wondrous item, minor tier, common
This fearsome steel helm makes your eyes glow red while you wear it.
Aegis of the Raven Queen (Shield, +3)
Armor (shield), Very rare
This shield appears as a shroud of shadow with the symbol of the Raven Queen glowing in dim red light.
While holding this shield, nonmagical flames are extinguished within 30 feet of you as the shadow lashes out at the flame. The shield encourages you to hold no pity for those who suffer and die, for death is the natural end of life.
While holding this shield, you have a bonus to AC determined by the shield’s rarity. This bonus is in addition to the shield’s normal bonus to AC.

Story Award:

Story Award: Grosvenson?
With access to the libraries of Hillsfar and the knowledge of the citizens of Elventree, you may spend 15 downtime days engaged in research in attempts to locate the town of Grosvenson. Though you failed to locate the town, you learn plenty regarding towns around Hillsfar. In future session, your character gains advantage on all History (Intelligence) checks make to remember details about locations around Hillsfar. This story award is permanent.

2025-01-02 14:00 Downtime: Catching up -40 Show

Charakter Changes:

Level up - Wizard level 14
...
Spells known:
Level 11. Disintegrate, Scatter
Level 12. Summon Fiend, Tasha's Bubbling Cauldron
Level 13. Crown of Stars, Mordenkainen's Magnificent Mansion
Level 14. Reverse Gravity, Simulacrum
...
ASI - Feat 12th Level: War Caster
General Feat (Prerequisite: Level 4+, Spellcasting or Pact Magic Feature)
You gain the following benefits.
Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
Concentration. You have Advantage on Constitution saving throws that you make to maintain your Concentration.
Reactive Spell. When a creature provokes an Opportunity Attack from you by leaving your reach, you can take a Reaction to cast a spell at the creature, rather than making an Opportunity Attack. The spell must have a casting time of one action and must target only that creature.
Somatic Components. You can perform the Somatic components of spells even when you have weapons or a Shield in one or both hands.
...
Level 14: Durable Summons
Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points.

2024-11-17 13:00 DDHC-KftGV-11 Affair on the Concordant Express 1287.5 10 Mithral Armor (Chainmail), Silvered Greatsword +3, Decanter of Endless Water, Ring of Force Resistance, Silver Horn of Valhalla, Dimensional Shackles Show

Teilnehmer:

(10)Kiri - Vayle Cassalanther - Human - Fighter 1/Thief Rogue 9 - Golden Vault
(5) Liska100 - Iggy Hopp - Human - Bard: College of Lore 5 - Golden Vault
(10) Flammenklinge – Erannis Maerfete – Eladrin – Druid: Circle of Wildfire 10
(10) Bramymond - Prof. Alastor Jones - Human - Wizard: School of Conjuration 10 - Harpers

Loot:

5.150gp
1x Potion of Greater Healing
Dimensional Shackles
Wondrous item, rare
You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don’t prevent the creature from passing through an interdimensional portal.
You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles.
Mithral Armor (Chainmail)
Armor (medium or heavy, but not hide), uncommon
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.
Silvered Greatsword +3
Weapon (greatsword), very rare
You have a +3 bonus to attack and damage rolls made with this magic weapon.
Silvered Weapons: Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weap⁠ons, so cautious adventurers invest extra coin to plate their weap⁠ons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective.
Decanter of Endless Water
Wondrous item, uncommon
This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.
You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options:
“Stream” produces 1 gallon of water.
“Fountain” produces 5 gallons of water.
“Geyser” produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn’t being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.
Silver Horn of Valhalla
Wondrous item, rare
You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics from the Monster Manual. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can’t be used again until 7 days have passed.
Four types of horn of Valhalla are known to exist, each made of a different metal. The horn’s type determines how many berserkers answer its summons, as well as the requirement for its use. The DM chooses the horn’s type or determines it randomly.
If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.
d100 Horn Type Berserkers Summoned Requirement
01-40 Silver 2d4+2 None
41-75 Brass 3d4+3 Proficiency with all simple weapons
76-90 Bronze 4d4+4 Proficiency with all medium armor
91-00 Iron 5d4+5 Proficiency with all martial weapons

Story Award:

Mysterious Equation. You learn a new language of your choice.

Consumables expended:

1x Potion of Supreme Healing (10d4+20)

Golden Vault Reward:

Ring of Force Resistance
Ring, Rare
You have Resistance to Force damage while wearing this ring. The gemstone in the ring is a sapphire.

2024-10-24 19:00 DDAL00-06 Lost Laboratories of Kwalish 4 4890 40 Tan Bag of Tricks, Robe of the Archmagi (White), Polymorph Blade, Apparatus of Kwalish, Boots of Striding and Springing, Folding Boat, Wings of Flying, Gambler's Blade, Manual of Golems, Blade of the Medusa, Galder's Bubble Pipe, Heward's Hireling Armor, Leather Golem Armor Show

Teilnehmer:

(10) Raimundo_O- Llanfair Pwllgwyngyll- Eladrin - Artificer: Battlesmith 3/ Wizard: War Magic 7 - Honorary Wychlaran
(10) Bramymond - Prof. Alastor Jones - Human - Wizard: School of Conjuration 10 - Harpers
(9) Eisenbrei - Mersilia Kerynkyre - Shadar Kai - Fighter: The Champion 9
(10) JinxedBear - Catherine Deneuve - Half Elf - Rogue: The Scout 8/ Ranger 2 - Harpers
(9)Kiri - I'rikk - Halfling - Artificer: The Artillerist 9/ Wizard 1

Loot:

24.450gp
1x Cold Weather Clothes, 1x Snowshoes, 2x Crampons
1x Residence in Ravenpeak
1x Spell Scroll: Animate Dead, Flock of Familiars, Galder's Speedy Courier, Galder's Tower, Greater Restoration
...
Charm of the Traveler's Haven
This charm has 3 charges. As an action, you can expend 1 of the charm's charges to cast the Leomund's Tiny Hut spell, no components required. Once all its charges have been expended, this charm vanishes from you.
This Tiny Hut has the shape of a small tree with a protective canopy of leaves.
Ioun Stone of Language Knowledge (Rare). You are fluent in one additional language while this pulsating bit of red jeweled crystal orbits your head. The DM chooses the language bestowed by the stone (Netherese/Loross).
Ioun Stone of Historical Knowledge (Rare). You gain proficiency in the History skill, or a +1 bonus to checks with that skill if already proficient, while this polished, steely sphere orbits your head.
...
Polymorph Blade
Weapon (scimitar), very rare (requires attunement)
When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving throw in addition to suffering the attack’s normal effects. On a failed save, the creature also suffers the effects of a Polymorph spell. Roll a d20 and consult the following table to determine the form the target creature is transformed into.
A creature is immune to this effect if it is immune to damage of the weapon’s type, is a shapechanger, or has legendary actions.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a Remove Curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you suffer the effect of a Polymorph spell for 1 hour, rolling on the table to determine your new form.
...
Blade of the Medusa
Weapon (shortsword), very rare (requires attunement)
When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Constitution saving throw in addition to suffering the attack’s normal effects. On a failed save, the creature is restrained and must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this effect three times, the effect ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for 1 hour.
A creature is immune to this effect if it is immune to damage of the weapon’s type, does not have a body made of flesh, or has legendary actions.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a Remove Curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you must succeed on a DC 15 Constitution saving throw or be restrained and forced to make additional saves against being petrified, as above.
...
Galder's Bubble Pipe
Wondrous item, rare (requires attunement)
This finely carved pipe blows odorless bubbles instead of smoke when used. The pipe has 3 charges, and it regains all spent charges daily at dawn. While you hold the pipe, you can expend charges to gain access to the following properties:
You can cast Fog Cloud as an action (1 charge).
You can cast Misty Step as a bonus action (2 charges).
You can summon a steam mephit as an action (3 charges). The mephit is friendly to you, obeys your verbal commands, and acts on its own turn in the initiative order. It disappears in a harmless puff of steam after 1 minute or if it ends its turn more than 60 feet from the pipe.
...
Heward's Hireling Armor
Armor (leather), very rare (requires attunement)
A number of Kwalish’s experiments were attempts to research the works of the legendary mage Heward, who first crafted what he named Hireling Armor. While wearing this armor, you gain a +1 bonus to AC. In addition, the armor’s animated straps can assist with the drawing and sheathing of weapons, such that you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
This armor also has six pockets, each of which is an extradimensional space. Each pocket can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The armor always weighs 10 pounds, regardless of its pockets’ contents. Placing an object into one of the armor’s pockets follows the normal rules for interacting with objects. Retrieving an item from a pocket of the armor requires you to use an action. When you reach into a pocket for a specific item, the item is always magically on top.
Placing the armor inside an extradimensional space created by a Bag of Holding, a Heward’s Handy Haversack, or a 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 and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
...
Gambler's Blade
Weapon (any sword), rare (requires attunement)
Choose a magical bonus of +1 to +3. This sword gains that bonus to its attack and damage rolls. For each point of bonus you choose for the sword, you take a corresponding penalty (−1 to −3) to your death saving throws. You can change this magical bonus each day at dawn.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a Remove Curse spell or similar magic, you are unwilling to part with the weapon.
...
Leather Golem Armor
Armor (leather), rare (requires attunement)
Strange rituals have repurposed the body of a flesh golem into this partially sentient suit of leather armor. While wearing this armor, you gain a +1 bonus to AC and to saving throws against spells and other magical effects. In addition, you gain the following properties:
Immutable Form. You are immune to any spell or effect that would alter your form.
Lightning Absorption. You gain resistance to lightning damage. Whenever you take lightning damage, you gain 5 temporary hit points.
Curse. This armor is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a Remove Curse spell or similar magic, you are unwilling to part with the armor. In addition, while you wear the cursed armor, you gain the following properties:
Aversion of Fire. If you take fire damage, you have disadvantage on attack rolls and ability checks until the end of your next turn.
Berserk. Whenever a critical hit is made against you, roll a d6. On a 6, the armor causes you to go berserk. On each of your turns while berserk, you attack the nearest creature you can see. If no creature is near enough to move to and attack, you attack an object, with preference for an object smaller than yourself. Once the armor causes you to go berserk, it cannot be removed. You continue to attack until you are incapacitated or until another creature is able to calm you with appropriate magic (such as a calm emotions spell) or a successful DC 15 Charisma (Persuasion) check.
...
Manual of Golems (1x Flesh & 1x Iron)
Wondrous Item, very rare
This tome contains information and incantations necessary to make a particular type of golem. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage.
Golem Time Cost
Manual of Clay Golems 30 days 65,000 GP
Manual of Flesh Golems 60 days 50,000 GP
Manual of Iron Golems 120 days 100,000 GP
Manual of Stone Golems 90 days 80,000 GP
To create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost to purchase supplies.
Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.
Notes: Creation, Consumable
...
Boots of Striding and Springing
Wondrous Item, Uncommon (Requires Attunement)
While you wear these boots, your Speed becomes 30 feet unless your Speed is higher, and your Speed isn’t reduced by you carrying weight in excess of your carrying capacity or wearing Heavy Armor.
Once on each of your turns, you can jump up to 30 feet by spending only 10 feet of movement.
...
Apparatus of Kwalish (10 Person Capacity)
Wondrous Item, Legendary
This item first appears to be a sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster.
The Apparatus of Kwalish is a Large object with the following statistics: AC 20; HP 200; Speed 30 ft., Swim 30 ft. (or 0 ft. for both if the legs aren’t extended); Immunity to Poison and Psychic damage.
To be used as a vehicle, the apparatus requires one pilot. While the apparatus’s hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside.
The apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 Bludgeoning damage each minute from pressure.
A creature in the compartment can take a Utilize action to move as many as two of the apparatus’s levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as shown in the Apparatus of Kwalish Levers table.
...
Folding Boat
Wondrous Item, rare
This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it.
One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.
The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably.
When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.
The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.
Notes: Movement, Utility, Exploration
...
Wings of Flying
Wondrous item, rare (requires attunement)
While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can't use them again for 1d12 hours.
...
Tan Bag of Tricks
Wondrous Item, Uncommon
This bag made from tan cloth appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object.
You can take a Magic action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling on the table that corresponds to the bag’s color. See the Monster Manual for the creature’s stat block. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points.
The creature is Friendly to you and your allies, and it acts immediately after you on your Initiative count. You can take a Bonus Action to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such orders, the creature acts in a fashion appropriate to its nature.
Once three fuzzy objects have been pulled from the bag, the bag can’t be used again until the next dawn.
...
1x Trinket: An amulet that displays your current health as a green bar above your head, with the bar retracting as your hit point total decreases
...
Robe of the Archmagi (White)
Wondrous Item, legendary (requires attunement by a sorcerer, warlock, or wizard)
This elegant garment is made from exquisite cloth and adorned with runes.
You gain these benefits while wearing the robe.
Armor. If you aren’t wearing armor, your base Armor Class is 15 plus your Dexterity modifier.
Magic Resistance. You have Advantage on saving throws against spells and other magical effects.
War Mage. Your spell save DC and spell attack bonus each increase by 2.
Notes: Bonus: Spell Attacks, Bonus: Spell Save DC, Advantage: Saving Throws, Set: Unarmored Armor Class, sorcerer, warlock, or wizard, Buff, Warding, Outerwear

Consumables expended:

3x Potion of Supreme Healing (10d4+20)

2024-10-24 16:00 Purchase Log -25667.52 Show Purchase

Buying:
5x Potion of Supreme Healing, for 5.000gp each
Mundane Items:
10x Antitoxin, for 50gp each
2x Caltrops, for 1gp each
1x Healer's kit, for 5gp
1x Ink, for 10gp
1x Ink pen, for 2cp
5x Oil, for 1sp each
500x Paper, for 100gp total
10x Perfume, for 5gp each

2024-09-17 00:20 Trade Log -5 Berserker Axe +2 > Spear of Backbiting Show Trade Log

Leodithas Crown [https://www.adventurersleaguelog.com/users/44297/characters/107478]
Berserker Axe, +2 > Spear of Backbiting

Giving:

Berserker Axe +2
Weapon (battleaxe), very rare (requires attunement)
The battleaxe has a blade of bronze, and the haft is wound with snakeskin wrappings. The weapon detects as magical. It casts an ominous shadow in the shape of what appears to be a withered arm.
Concealed beneath the wrappings around the handle is a parchment containing the spells passwall, burning hands, and gust of wind. When the attuned wielder uses an action to say the correct words of power, which are engraved in Olman on the axe blade, one of these spells can be cast.
The axe has 12 charges and regains 1d6 + 4 expended charges daily at dawn. Casting a spell from it takes a number of charges equal to the level at which the spell is cast (5th for passwall, 2nd for gust of wind, and 1st or higher for burning hands; spell save DC 15). If the parchment is removed from the axe, the axe loses the capability of casting these spells forever.
You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit points maximum increases by 1 for each level you have attained.

Receiving:

Spear of Backbiting
Weapon (spear or javelin), very rare (requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, its normal and long ranges both increase by 30 feet. and it deals one extra die of damage on a hit. After you throw it and it hits or misses, it flies back to your hand immediately.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with Remove Curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one.
Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear.

2024-08-07 17:30 DDHC-CM-11 Zikran's Xephyrean Tome -250 10 Censer of Controlling Air Elementals, Iron Bands of Bilarro Show

Teilnehmer:

(10) Bramymond - Prof. Alastor Jones - V.human - Wizard: School of Conjuration 10 - Harpers
(9) Jarlsson – Eiríkur Magnússon Donnerfaust – Hill Dwarf – Oath of Glory Paladin 8 / Divine Soul Sorcerer 1 – none
(10) Ineverexist - Milina Greyward - Kenku - Life Cleric 10 - Knight of the Order of the Silver Dragon
(10) TimoL - Zoey Fortescue - Aasimar - Wizard 10 - Darkvision 60ft.

Loot:

3000gp
2x Potion of Greater Healing (4d4+4)
Iron Bands of Bilarro
Wondrous item, rare
This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands.
Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more.
A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.
Once the bands are used, they can’t be used again until the next dawn.
Censer of Controlling Air Elementals
Wondrous item, rare
While incense is burning in this censer, you can use an action to speak the censer’s command word and summon an air elemental, as if you had cast the conjure elemental spell. The censer can’t be used this way again until the next dawn.
This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound.
Zikran's Spellbook
Cantrips: fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level: detect magic, identify, mage armor, magic missile
2nd level: detect thoughts, mirror image, misty step
3rd level: counterspell, fly, lightning bolt
4th level: banishment, fire shield, stoneskin
5th level cone of cold, scrying, wall of force, conjure elemental
6th level: globe of invulnerability
7th level: teleport
8th level: mind blank
9th level: time stop

Consumables expended:

1x Potion of Greater Healing (4d4+4)
1x Gems worth 1000gp

2024-07-22 18:30 DDHC-CM-10 Kandlekeep Dekonstruction 351 10 Ring of Telekinesis Show

Teilnehmer:

(10) Bramymond - Prof. Alastor Jones - V.human - Wizard: School of Conjuration 10 - Harpers
(10) Echo - Leodar Summersinger - Astral Elf - Glamour Bard 10 - None
(8) Jarlsson – Eiríkur Magnússon Donnerfaust – Hill Dwarf – Oath of Glory Paladin 7 / Divine Soul Sorcerer 1
(9) Pet_Kola - Sinvallas Faeoldur - Artificer 1 / Abjuration Wizard 8 - None
(10) Gomo Nimblebranch - Ghostwise Halfling - Lore Bard 10 - None

Loot:

1755gp
Ring of Telekinesis
Ring, very rare (requires attunement)
While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried.
Stonky Noptopper’s Spells o’ Plenty. Stonky’s fat little spellbook contains the following wizard spells: alarm, animate objects, arcane lock, banishment, chain lightning, clairvoyance, detect magic, dispel magic, fabricate, fireball, flesh to stone, fly, globe of invulnerability, glyph of warding, grease, knock, legend lore, levitate, locate creature, locate object, mage armor, planar binding, polymorph, programmed illusion, protection from evil and good, scrying, see invisibility, sending, shield, telekinesis, and true seeing.
Heroes’ Feast: A Cookbook. This richly illustrated book of recipes was written by a trio of culinary enthusiasts named Wyk Nenmael, Nojen Eptros, and Imrit Welachwe. Any creature that spends a short rest poring over the book’s recipes gains a supernatural charm called the charm of the heroes’ feast. This charm allows you to cast the heroes’ feast spell as an action, no components required. Once used, this charm goes away. The book teleports to a secret vault in Candlekeep after bestowing its charm on a creature.

Consumables expended:

2x Potion of Greater Healing (4d4+4)

2024-06-19 18:00 Purchase Log -11925 -21 Show Purchase

Spell Scrolls:
1st Level: Illusory Script (1x75gp)
2nd Level: Augury, Magic Mouth, Nystul's Magic Aura, Rime's Binding Ice, Skywright (5x150gp)
3rd Level: Speak with Dead, Summon, Fey, Summon Undead (3x300gp)
4th Level: Mordenkainen's Private Sanctum, Fire Shield, Hallucinatory Terrain, Stoneskin, Summon Aberration, Summon Construct (6x500gp)
5th Level: Conjure Elemental, Modify Memory, Summon Draconic Spirit (3x1000gp)
Total: 7.725gp
Copying Spells into the Book: (1x50)+(5x100)+(3x150)+(6x200)+(3x250) = 2.300gp
Downtime: 21
...
1x Gilded Flower, worth 300 gp (Summon Fey)
1x Gilded Skull, worth 300 gp (Summon Undead)
1x Eyeball in a Platinum inlaid Vial, worth 400 gp (Summon Aberration)
1x Ornate stone and metal Lockbox, worth 400 gp (Summon Construct)
1x Object with the Image of a Dragon, worth 500 gp (Summon Draconic Spirit)

2024-06-02 16:30 DDHC-TYP-3 - The hidden shrine of Tamoachan 2 3090 20 Wand of Lightning Bolts, Longsword +1 of Plant Slaying, Ring of Protection, Ring of Animal Influence, Ring of Fire Resistance, Bracers of Defense, Gloves of Missile Snaring, Amulet of Protection from Turning, Bracelet of Rock Magic, Eagle Whistle, Balance of Harmony, Mirror of the Past, Periapt of Wound Closure, Rod of the Pact Keeper, +1, Berserker Axe +2 Show

Teilnehmer:

(6) Brennjie - Spriggan - Ranger Horizon Walker 6 - none - Darkvision 60ft
(10) Bramymond - Prof. Alastor Jones - V.human - Wizard: School of Conjuration 10 - Harpers
(8) Arikatzi020 - Rashaa "Forgotten One" - Aasimar - The Genie Warlock lvl 8 - none
(10) Raimundo_O - Llanfair Pwllgwyngyll - Eladrin - Artificer 3 - Wizard 7 - none

Loot:

12.360gp
Spell Scrolls: Detect Magic, Stone Shape
1x Elixir of Health
1x Potion of Invisibility
1x Potion of Clairvoyance
1x Dust of Disappearance
1x Potion of Hill Giant Strength

1x Dried Heart
The urn holds the dried heart of a mighty yuan-ti that radiates transmutation magic if detect magic is used on it. Any character who eats the entire thing gains the permanent ability to understand the speech of snakes and yuan-ti.
...
Longsword +1 of Plant Slaying
The sword is a +1 longsword in fine condition, made of laminated wood, inset with jagged teeth of obsidian. It deals an extra 2d6 damage to any creature of the plant type.
Ring of Protection
Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.
Ring of Animal Influence
Ring, rare
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
Berserker Axe +2
Weapon (battleaxe), very rare (requires attunement)
The battleaxe has a blade of bronze, and the haft is wound with snakeskin wrappings. The weapon detects as magical. It casts an ominous shadow in the shape of what appears to be a withered arm.
Concealed beneath the wrappings around the handle is a parchment containing the spells passwall, burning hands, and gust of wind. When the attuned wielder uses an action to say the correct words of power, which are engraved in Olman on the axe blade, one of these spells can be cast.
The axe has 12 charges and regains 1d6 + 4 expended charges daily at dawn. Casting a spell from it takes a number of charges equal to the level at which the spell is cast (5th for passwall, 2nd for gust of wind, and 1st or higher for burning hands; spell save DC 15). If the parchment is removed from the axe, the axe loses the capability of casting these spells forever.
You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit points maximum increases by 1 for each level you have attained.
Ring of Fire Resistance
Ring, rare (requires attunement)
You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type.
Bracers of Defense
Wondrous, Requires Attunement
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
Gloves of Missile Snaring
Wondrous item, uncommon (requires attunement)
These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier. provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.
Amulet of Protection from Turning
Wondrous item, rare (requires attunement)
While you wear this amulet of silver and turquoise, you have advantage on saving throws against effects that turn undead.
If you fail a saving throw against such an effect, you can choose to succeed instead. You can do so three times, and expended uses recharge daily at dawn.
Each time an effect that turns undead is used against you, the amulet glows with silvery blue light for a few seconds.
Bracelet of Rock Magic
Wondrous item, very rare (requires attunement)
While you wear this gold bracelet, it grants you immunity to being petrified, and it allows you to cast flesh to stone (save DC 15) as an action. Once the spell has been cast three times, the bracelet can no longer cast it. Thereafter, you can cast stone shape as an action. After you have done this thirteen times, the bracelet loses its magic and turns from gold to lead.
Eagle Whistle
Wondrous item, rare
While you blow an eagle whistle continuously, you can fly twice as fast as your walking speed. You can blow the whistle continuously for a number of rounds equal to 5 + five times your Constitution modifier (minimum of 1 round) or until you talk, hold your breath, or start suffocating. A use of the whistle also ends if you land. If you are aloft when you stop blowing the whistle, you fall. The whistle has three uses. It regains expended uses daily at dawn.
Wand of Lightning Bolts
Wand, rare (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
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.
Hat of Disguise
Wondrous item, uncommon (requires attunement)
While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed. A ferret-faced, feathered mask that functions as a hat of disguise.
Balance of Harmony
Wondrous item, uncommon
This scale bears celestial symbols on one pan and fiendish symbols on the other. You can use the scale to cast detect evil and good as a ritual. Doing so requires you to place the scale on a solid surface, then sprinkle the pans with holy water or place a transparent gem worth 100 gp in each pan. The scale remains motionless if it detects nothing, tips to one side or the other for good (consecrated) or evil (desecrated), and fluctuates slightly if it detects a creature appropriate to the spell but neither good nor evil. By touching the scales after casting the ritual, you instantly learn any information the spell can normally convey, and then the effect ends.
Mirror of the Past
Wondrous item, rare
The holder of this platinum hand mirror can learn something about the history of a specific object or creature by taking an action to gaze into the mirror and think of the target. Instead of the holder’s reflection, the mirror presents scenes from the target’s past. Information conveyed is accurate, but it is random and cryptic, and presented in no particular order. Once it is activated, the mirror gives its information for 1 minute or less, then returns to normal. It can’t be used again until the next dawn.
Periapt of Wound Closure
Wondrous item, uncommon (requires attunement)
While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.
Rod of the Pact Keeper, +1
Rod, uncommon (+1), rare (+2), or very rare (+3) (requires attunement by a warlock)
While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. The bonus is determined by the rod’s rarity.
In addition, you can regain one warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.

2024-06-01 20:00 Purchase Log -22500 -31 Show Purchase

Spell Scrolls:
2nd Level: Arcane Lock, Arcane Vigor, Darkvision, See Invisibility(4x150gp)
3rd Level: Major Image, Sending, Slow, Tiny Servant (4x300gp)
4th Level: Greater Invisibility, Ice Storm, Leomund's Secret Chest (3x500gp)
5th Level: Animate Objects, Circle of Power, Cone of Cold, Far Step, Legend Lore, Rary's Telepathic Bond, Passwall, Hold Monster, Planar Binding, Telekinesis (10x1000gp)
Total: 13.300gp
Copying Spells into the Book: (4x100)+(4x150)+(3x200)+(10x250) =4.100gp
...
1x Ritual Spellbook, 25gp
1x High Magic Spellbook, 25gp
1x An exquisite chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth at least 5.000 gp, and a Tiny replica made from the same materials worth at least 50 gp (Leomund's Secret Chest component)

2024-05-27 18:30 DDHC-CM-09 Lore of Lurue 1000 10 Ring of Shooting Stars Show

Teilnehmer:

(9) Bramymond - Prof. Alastor Jones - V.human - Wizard: School of Conjuration 9 - Harpers
(8) Arikatzi020 - Rashaa "Forgotten One" - Aasimar - The Genie Warlock lvl 8 - none
(8) Lichtkrieger - Morthos - Tiefling (Levistus) - Paladin 8
(10) Marcelinho700 - Leo - High-Elf - Thief Rogue 10 - 60ft Darkvision - none

Loot:

5.000gp
Ring of Shooting Stars
Ring, very rare (requires attunement outdoors at night)
While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action.
The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn.
Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring.
Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually.
Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius.
As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created.
Spheres Lightning Damage
4 - 2d4
3 - 2d6
2 - 5d4
1 - 4d12
Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one.

Consumables expended:

2x Potion of Greater Healing (4d4+4)

Charakter Changes:

Level up - Wizard level 10
Level 10: Focused Conjuration. Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can't be broken as a result of taking damage.
Spells known: Steel Wind Strike, Bigby's Hand