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
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.

2024-06-01 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)

2024-02-22 12:00 Purchase Log -10075 -26 Show Purchase

Spell Scrolls:
1st Level: Absorb Elements, Longstrider, Protection from Evil and Good (3x75gp)
2nd Level: Blindness/Deafness, Enlarge/Reduce, Enhance Ability, Invisibility (4x150gp)
3rd Level: Fireball, Fly, Lightning Bolt, Remove Curse, Intellect Fortress, Magic Circle, Tongues, Water Breathing, Galder's Tower, Phantom Steed, Sleet Storm (11x300gp)
4th Level: Banishment, Divination, Galder's Speedy Courier, Raulothim's Psychic Lance, Watery Sphere (5x500gp)
Total: 6.625gp
Copying Spells into the Book: (4x50)+(6x100)+(11x150)+(5x200) = 3.450gp
[Snarla's Spellbook - Thunderwave, Hold Person, Mirror Image]

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)

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]

2025-01-04 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

2024-01-02 00:00 Purchase Log -2475 -9 Show Purchase

Spell Scrolls:
1st Level: Alarm, Tenser's Floating Disk, Unseen Servant (3x75gp)
2nd Level: Gentle Repose, Levitate, Rope Trick (3x150gp)
3rd Level: Dispel Magic, Haste (2x300gp)
Total: 1275gp
Copying Spells into the Book: (3x50)+(3x100)+[3x150 (Clairvoyance Scroll)] = 900gp
1x Tears inside a Crystal Vial worth 300 gp (Summon Shadowspawn component)

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.

2023-08-15 15:30 Purchase Log -375 -1 Show Purchase

Buying:
1x Pearl worth 100gp (Identify component)
2x Potion of Healing (2d4+2) each worth 50gp
5x Charcoal, Incense, and Herbs each worth 10gp (Find Familiar components)
Spell Scrolls: Identify (75gp) - Copying Spells into the Book 50gp

2024-04-06 19:00 DDHC-CM-08 Sarah of Yellowcrest Manor 276 10 Robe of Scintillating Colors Show

Teilnehmer:

(8) Bramymond - Prof. Alastor Jones - V.human - Wizard: School of Conjuration 8 - Harpers
(9) Raimundo_O - Llanfair Pwllgwyngyll - Eladrin - Artificer 3 Wizard 6 - none
(8) C0ldW0lf - Trixleth - Custom Lineage - Sorcerer 7/Cleric 1
(5) Eklan - Weed - Aasimar - Moon Druid 5 -none
(8) Arikatzi020 - Rashaa "Forgotten One" - Aasimar - Genie Warlock lvl 8 - none

Loot:

1.380gp
1x Spell Scroll: Teleport
1x Potion of Watchful Rest
1x Potion of Greater Healing (4d4+4)
1x Potion of Superior Healing (8d4+8)
Robe of Scintillating Colors
Wondrous item, very rare (requires attunement)
This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe’s power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends.

Story Awards:

Friend of Candlekeep. You get a lifetime pass to Candlekeep. You don’t need to donate books to enter the keep and you skip ahead of any queues or lines for any of the services provided by the fortress of knowledge.

2024-04-10 19:00 Descent into the Lost Caverns of Tsojcanth 1 1 800 10 Demon Skin, Iggwilv's Horn, Tasha's Creeping Keelboat, Bracers of Defense, Longtooth - Giant Slayer Shortsword, Eyes of Minute Seeing, Folding Boat, Periapt of Proof against Poison Show

Teilnehmer:

(8) Stephan - Tonk - Half-Orc - Fighter (Battle Master) 8 – none
(9) Shinigami/Max - AroninHagan - Shadarkai - Bladesinger Wizard 9 – none0
(9) C0ldW0lf - Trixleth - Custom Lineage (Half-Illithid) - Sorcerer 8/Cleric 1
(8) Bramymond - Prof. Alastor Jones - V.human - Wizard: School of Conjuration 8 - Harpers
(7) Jarlsson – Eiríkur Magnússon – Hill Dwarf – Oath of Glory Paladin 7 – none

Loot:

4.000gp
20x Silvered Arrows
1x Silvered Rapier
1x Potion of Greater Healing (4d4+4)
1x Potion of Polychromy
Potion, Uncommon
When you drink this potion, you and everything you are wearing or carrying take on a rainbow-hued appearance for 1 hour. During that time, you can use a bonus action to turn any color or combination of colors you choose. If you mimic the colors of your surroundings, your hues continually shift to match your surroundings, and you have advantage on Dexterity (Stealth) checks until you change your colors again or the potion wears off.
The potion is separated into seven brightly colored bands of immiscible liquids and has a syrupy taste.
Demon Skin
Armor (Any Heavy Armor), Rare (Requires Attunement)
This magic armor appears as a pot of bubbling black ichor. When you attune to it, the ichor adheres to and contours to your skin, and the pot disappears. The armor can be worn under normal clothes, and it doesn’t impede bodily functions. Once you put it on, it can’t be removed unless you choose to do so or you die, at which point the pot reappears and the ichor flows back into it.
While wearing the armor, you have resistance to poison damage. The armor also doesn’t impose disadvantage on Dexterity (Stealth) checks.
Iggwilv's Horn
Wondrous Item, Rare (Requires Attunement)
You can use an action to blow this horn to cast one of the following spells from it: Arms of Hadar, Fog Cloud, Gust of Wind, or Web. If the spell requires a saving throw, the spell save DC is 13.
Once the horn has been used to cast a spell, it can’t be used to cast that spell again until the next dawn.
Tasha's Creeping Keelboat
Wondrous Item, Very Rare (Requires Attunement)
This magic vehicle is a boat 10 feet wide and 30 feet long. It has four legs that propel it across land and water. It has a walking and swimming speed of 20 feet, but it can’t travel underwater. The boat moves according to your spoken directions while you are riding it, and creatures of your choice gain a +1 bonus to their Armor Class while on the boat.
The boat can transport up to 1,000 pounds without hindrance. It can carry up to twice this weight, but it moves at half speed if it carries more than its normal capacity.
Bracers of Defense
Wondrous item, rare (requires attunement)
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
Longtooth - Giant Slayer Shortsword
Weapon (shortsword), rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, “giant” refers to any creature with the giant type, including ettins and trolls.
The sword’s name (“Longtooth”) is engraved into the blade in Gnomish.
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.
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.
Periapt of Proof against Poison
Wondrous item, rare
This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage.

Consumables expended:

2x Potion of Greater Healing (4d4+4)
1x Potion of Superior Healing (8d4+8)

Charakter Changes:

Level up - Wizard level 9
Spells known: Teleportation Circle, Wall of Force

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

2023-08-15 19:00 DDHC-CM A Deep and Creeping Darkness 75 10 Ring of Swimming, Goggles of Night Show

Teilnehmer:

(4) Bramymond - Prof. Jonas Croft - Variant Human - Wizard: School of Conjuration 4 - Harper
(3) Arikatzi020 - Rashaa "The Forgotten One" - Aasimar - Warlock: The Genie 3 - none
(3) Eklan - Eklan Womobilesh - Half Elf - Bard: College of Glamour 3 - none
(3) Echo - Hastor - Harengon - Monk: Ascendant Dragon 3 - none
(2) Frederic T. - Zorro - Human - Fighter 2 - none

Loot:

375gp
Goggles of Night
wondrous item, uncommon
While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision. wearing the goggles increases its range by 60 feet.
Ring of Swimming
Ring, uncommon
You have a swimming speed of 40 feet while wearing this ring.

Consumables expended:

2x Potion of Healing (2d4+2)

2023-11-01 18:00 DDHC-CM Shemshime's Bedtime Rhyme 1 0 10 Bag of Holding Show

Teilnehmer:

(4) Bramymond - Prof. Jonas Croft - Variant Human - Wizard: School of Conjuration 4 - Harper
(3) KaNarlist - Thulwar - Svirfneblin - Abjuration Wizard 3 - Lord's Alliance
(4) JinxedBear - Catherine Deneuve - Half Elf - Scout Rogue 4 - Harpers
(4) Talak - Morrec Galreth - V. Human - Circle of Spores Druid 4 - none
(4) PetKola - Goriotosthenes "Gor" Labyrasterios - Minotaur - Fighter (Rune Knight) 4 - none

Loot:

Bag of Holding
Wondrous Item, uncommon
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or 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 to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Notes: Utility, Container

Charakter Changes:

Level up - Wizard level 5
Spells known: Leomund's Tiny Hut, Summon Shadowspawn
Level 5: Memorize Spell
Whenever you finish a Short Rest, you can study your spellbook and replace one of the level 1+ Wizard spells you have prepared for your Spellcasting feature with another level 1+ spell from the book.

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)

2024-08-07 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

2023-06-26 19:00 DDHC-CM Mathfroth's Mighty Digressions 1 -5.5 10 Helm of Comprehending Languages Show

Teilnehmer:

(2) Arikatzi020 - Rashaa "Forgotten One" - Aasimar - The Undying Warlock lvl 2 - none
(2) Bramymond - Prof. Jonas Croft - Variant Human - Conjuration Wizard 2 - none
(2) Dixer - Laucian Haisdrian - Half-Elf - The Archfey Warlock 2 - no faction
(1) Spacie - Artemis Kahlssohn - Hill Dwarf - Cleric Forge Domain 1 - none
(3) WasabiPrime - Dr. Henry Bloomfist - Giff - Barbarian 3 - none

Loot:

100gp
Helm of Comprehending Languages
Wondrous item, uncommon
While wearing this helm, you can use an action to cast the comprehend languages spell from it at will.
Spell Scroll: Feather Fall, bought for 25gp on sale

Character changes:

Level up - Wizard level 3
Spells known: Misty Step, Web
Level 3: Conjuration Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Conjuration spell into your spellbook is halved.
Level 3: Minor Conjuration
Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet.
The object disappears after 1 hour, when you use this feature again, or if it takes or deals any damage.

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.

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.

2025-02-04 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

Date Played Adventure Title Tier Session ACP TCP Downtime ▲ Renown
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.

2024-06-01 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)

2024-02-22 12:00 Purchase Log -26 Show Purchase

Spell Scrolls:
1st Level: Absorb Elements, Longstrider, Protection from Evil and Good (3x75gp)
2nd Level: Blindness/Deafness, Enlarge/Reduce, Enhance Ability, Invisibility (4x150gp)
3rd Level: Fireball, Fly, Lightning Bolt, Remove Curse, Intellect Fortress, Magic Circle, Tongues, Water Breathing, Galder's Tower, Phantom Steed, Sleet Storm (11x300gp)
4th Level: Banishment, Divination, Galder's Speedy Courier, Raulothim's Psychic Lance, Watery Sphere (5x500gp)
Total: 6.625gp
Copying Spells into the Book: (4x50)+(6x100)+(11x150)+(5x200) = 3.450gp
[Snarla's Spellbook - Thunderwave, Hold Person, Mirror Image]

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)

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]

2025-01-04 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

2024-01-02 00:00 Purchase Log -9 Show Purchase

Spell Scrolls:
1st Level: Alarm, Tenser's Floating Disk, Unseen Servant (3x75gp)
2nd Level: Gentle Repose, Levitate, Rope Trick (3x150gp)
3rd Level: Dispel Magic, Haste (2x300gp)
Total: 1275gp
Copying Spells into the Book: (3x50)+(3x100)+[3x150 (Clairvoyance Scroll)] = 900gp
1x Tears inside a Crystal Vial worth 300 gp (Summon Shadowspawn component)

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.

2023-08-15 15:30 Purchase Log -1 Show Purchase

Buying:
1x Pearl worth 100gp (Identify component)
2x Potion of Healing (2d4+2) each worth 50gp
5x Charcoal, Incense, and Herbs each worth 10gp (Find Familiar components)
Spell Scrolls: Identify (75gp) - Copying Spells into the Book 50gp

2024-04-06 19:00 DDHC-CM-08 Sarah of Yellowcrest Manor 10 Show

Teilnehmer:

(8) Bramymond - Prof. Alastor Jones - V.human - Wizard: School of Conjuration 8 - Harpers
(9) Raimundo_O - Llanfair Pwllgwyngyll - Eladrin - Artificer 3 Wizard 6 - none
(8) C0ldW0lf - Trixleth - Custom Lineage - Sorcerer 7/Cleric 1
(5) Eklan - Weed - Aasimar - Moon Druid 5 -none
(8) Arikatzi020 - Rashaa "Forgotten One" - Aasimar - Genie Warlock lvl 8 - none

Loot:

1.380gp
1x Spell Scroll: Teleport
1x Potion of Watchful Rest
1x Potion of Greater Healing (4d4+4)
1x Potion of Superior Healing (8d4+8)
Robe of Scintillating Colors
Wondrous item, very rare (requires attunement)
This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe’s power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends.

Story Awards:

Friend of Candlekeep. You get a lifetime pass to Candlekeep. You don’t need to donate books to enter the keep and you skip ahead of any queues or lines for any of the services provided by the fortress of knowledge.

2024-04-10 19:00 Descent into the Lost Caverns of Tsojcanth 1 10 Show

Teilnehmer:

(8) Stephan - Tonk - Half-Orc - Fighter (Battle Master) 8 – none
(9) Shinigami/Max - AroninHagan - Shadarkai - Bladesinger Wizard 9 – none0
(9) C0ldW0lf - Trixleth - Custom Lineage (Half-Illithid) - Sorcerer 8/Cleric 1
(8) Bramymond - Prof. Alastor Jones - V.human - Wizard: School of Conjuration 8 - Harpers
(7) Jarlsson – Eiríkur Magnússon – Hill Dwarf – Oath of Glory Paladin 7 – none

Loot:

4.000gp
20x Silvered Arrows
1x Silvered Rapier
1x Potion of Greater Healing (4d4+4)
1x Potion of Polychromy
Potion, Uncommon
When you drink this potion, you and everything you are wearing or carrying take on a rainbow-hued appearance for 1 hour. During that time, you can use a bonus action to turn any color or combination of colors you choose. If you mimic the colors of your surroundings, your hues continually shift to match your surroundings, and you have advantage on Dexterity (Stealth) checks until you change your colors again or the potion wears off.
The potion is separated into seven brightly colored bands of immiscible liquids and has a syrupy taste.
Demon Skin
Armor (Any Heavy Armor), Rare (Requires Attunement)
This magic armor appears as a pot of bubbling black ichor. When you attune to it, the ichor adheres to and contours to your skin, and the pot disappears. The armor can be worn under normal clothes, and it doesn’t impede bodily functions. Once you put it on, it can’t be removed unless you choose to do so or you die, at which point the pot reappears and the ichor flows back into it.
While wearing the armor, you have resistance to poison damage. The armor also doesn’t impose disadvantage on Dexterity (Stealth) checks.
Iggwilv's Horn
Wondrous Item, Rare (Requires Attunement)
You can use an action to blow this horn to cast one of the following spells from it: Arms of Hadar, Fog Cloud, Gust of Wind, or Web. If the spell requires a saving throw, the spell save DC is 13.
Once the horn has been used to cast a spell, it can’t be used to cast that spell again until the next dawn.
Tasha's Creeping Keelboat
Wondrous Item, Very Rare (Requires Attunement)
This magic vehicle is a boat 10 feet wide and 30 feet long. It has four legs that propel it across land and water. It has a walking and swimming speed of 20 feet, but it can’t travel underwater. The boat moves according to your spoken directions while you are riding it, and creatures of your choice gain a +1 bonus to their Armor Class while on the boat.
The boat can transport up to 1,000 pounds without hindrance. It can carry up to twice this weight, but it moves at half speed if it carries more than its normal capacity.
Bracers of Defense
Wondrous item, rare (requires attunement)
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
Longtooth - Giant Slayer Shortsword
Weapon (shortsword), rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, “giant” refers to any creature with the giant type, including ettins and trolls.
The sword’s name (“Longtooth”) is engraved into the blade in Gnomish.
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.
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.
Periapt of Proof against Poison
Wondrous item, rare
This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage.

Consumables expended:

2x Potion of Greater Healing (4d4+4)
1x Potion of Superior Healing (8d4+8)

Charakter Changes:

Level up - Wizard level 9
Spells known: Teleportation Circle, Wall of Force

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

2023-08-15 19:00 DDHC-CM A Deep and Creeping Darkness 10 Show

Teilnehmer:

(4) Bramymond - Prof. Jonas Croft - Variant Human - Wizard: School of Conjuration 4 - Harper
(3) Arikatzi020 - Rashaa "The Forgotten One" - Aasimar - Warlock: The Genie 3 - none
(3) Eklan - Eklan Womobilesh - Half Elf - Bard: College of Glamour 3 - none
(3) Echo - Hastor - Harengon - Monk: Ascendant Dragon 3 - none
(2) Frederic T. - Zorro - Human - Fighter 2 - none

Loot:

375gp
Goggles of Night
wondrous item, uncommon
While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision. wearing the goggles increases its range by 60 feet.
Ring of Swimming
Ring, uncommon
You have a swimming speed of 40 feet while wearing this ring.

Consumables expended:

2x Potion of Healing (2d4+2)

2023-11-01 18:00 DDHC-CM Shemshime's Bedtime Rhyme 10 Show

Teilnehmer:

(4) Bramymond - Prof. Jonas Croft - Variant Human - Wizard: School of Conjuration 4 - Harper
(3) KaNarlist - Thulwar - Svirfneblin - Abjuration Wizard 3 - Lord's Alliance
(4) JinxedBear - Catherine Deneuve - Half Elf - Scout Rogue 4 - Harpers
(4) Talak - Morrec Galreth - V. Human - Circle of Spores Druid 4 - none
(4) PetKola - Goriotosthenes "Gor" Labyrasterios - Minotaur - Fighter (Rune Knight) 4 - none

Loot:

Bag of Holding
Wondrous Item, uncommon
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or 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 to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Notes: Utility, Container

Charakter Changes:

Level up - Wizard level 5
Spells known: Leomund's Tiny Hut, Summon Shadowspawn
Level 5: Memorize Spell
Whenever you finish a Short Rest, you can study your spellbook and replace one of the level 1+ Wizard spells you have prepared for your Spellcasting feature with another level 1+ spell from the book.

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)

2024-08-07 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

2023-06-26 19:00 DDHC-CM Mathfroth's Mighty Digressions 10 Show

Teilnehmer:

(2) Arikatzi020 - Rashaa "Forgotten One" - Aasimar - The Undying Warlock lvl 2 - none
(2) Bramymond - Prof. Jonas Croft - Variant Human - Conjuration Wizard 2 - none
(2) Dixer - Laucian Haisdrian - Half-Elf - The Archfey Warlock 2 - no faction
(1) Spacie - Artemis Kahlssohn - Hill Dwarf - Cleric Forge Domain 1 - none
(3) WasabiPrime - Dr. Henry Bloomfist - Giff - Barbarian 3 - none

Loot:

100gp
Helm of Comprehending Languages
Wondrous item, uncommon
While wearing this helm, you can use an action to cast the comprehend languages spell from it at will.
Spell Scroll: Feather Fall, bought for 25gp on sale

Character changes:

Level up - Wizard level 3
Spells known: Misty Step, Web
Level 3: Conjuration Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Conjuration spell into your spellbook is halved.
Level 3: Minor Conjuration
Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet.
The object disappears after 1 hour, when you use this feature again, or if it takes or deals any damage.

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.

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.

2025-02-04 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

Date Played Adventure Title Session XP GP Downtime ▲ Renown Magic Items
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.

2024-06-01 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)

2024-02-22 12:00 Purchase Log -10075 -26 Show Purchase

Spell Scrolls:
1st Level: Absorb Elements, Longstrider, Protection from Evil and Good (3x75gp)
2nd Level: Blindness/Deafness, Enlarge/Reduce, Enhance Ability, Invisibility (4x150gp)
3rd Level: Fireball, Fly, Lightning Bolt, Remove Curse, Intellect Fortress, Magic Circle, Tongues, Water Breathing, Galder's Tower, Phantom Steed, Sleet Storm (11x300gp)
4th Level: Banishment, Divination, Galder's Speedy Courier, Raulothim's Psychic Lance, Watery Sphere (5x500gp)
Total: 6.625gp
Copying Spells into the Book: (4x50)+(6x100)+(11x150)+(5x200) = 3.450gp
[Snarla's Spellbook - Thunderwave, Hold Person, Mirror Image]

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)

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]

2025-01-04 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

2024-01-02 00:00 Purchase Log -2475 -9 Show Purchase

Spell Scrolls:
1st Level: Alarm, Tenser's Floating Disk, Unseen Servant (3x75gp)
2nd Level: Gentle Repose, Levitate, Rope Trick (3x150gp)
3rd Level: Dispel Magic, Haste (2x300gp)
Total: 1275gp
Copying Spells into the Book: (3x50)+(3x100)+[3x150 (Clairvoyance Scroll)] = 900gp
1x Tears inside a Crystal Vial worth 300 gp (Summon Shadowspawn component)

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.

2023-08-15 15:30 Purchase Log -375 -1 Show Purchase

Buying:
1x Pearl worth 100gp (Identify component)
2x Potion of Healing (2d4+2) each worth 50gp
5x Charcoal, Incense, and Herbs each worth 10gp (Find Familiar components)
Spell Scrolls: Identify (75gp) - Copying Spells into the Book 50gp

2024-04-06 19:00 DDHC-CM-08 Sarah of Yellowcrest Manor 276 10 Robe of Scintillating Colors Show

Teilnehmer:

(8) Bramymond - Prof. Alastor Jones - V.human - Wizard: School of Conjuration 8 - Harpers
(9) Raimundo_O - Llanfair Pwllgwyngyll - Eladrin - Artificer 3 Wizard 6 - none
(8) C0ldW0lf - Trixleth - Custom Lineage - Sorcerer 7/Cleric 1
(5) Eklan - Weed - Aasimar - Moon Druid 5 -none
(8) Arikatzi020 - Rashaa "Forgotten One" - Aasimar - Genie Warlock lvl 8 - none

Loot:

1.380gp
1x Spell Scroll: Teleport
1x Potion of Watchful Rest
1x Potion of Greater Healing (4d4+4)
1x Potion of Superior Healing (8d4+8)
Robe of Scintillating Colors
Wondrous item, very rare (requires attunement)
This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe’s power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends.

Story Awards:

Friend of Candlekeep. You get a lifetime pass to Candlekeep. You don’t need to donate books to enter the keep and you skip ahead of any queues or lines for any of the services provided by the fortress of knowledge.

2024-04-10 19:00 Descent into the Lost Caverns of Tsojcanth 1 800 10 Demon Skin, Iggwilv's Horn, Tasha's Creeping Keelboat, Bracers of Defense, Longtooth - Giant Slayer Shortsword, Eyes of Minute Seeing, Folding Boat, Periapt of Proof against Poison Show

Teilnehmer:

(8) Stephan - Tonk - Half-Orc - Fighter (Battle Master) 8 – none
(9) Shinigami/Max - AroninHagan - Shadarkai - Bladesinger Wizard 9 – none0
(9) C0ldW0lf - Trixleth - Custom Lineage (Half-Illithid) - Sorcerer 8/Cleric 1
(8) Bramymond - Prof. Alastor Jones - V.human - Wizard: School of Conjuration 8 - Harpers
(7) Jarlsson – Eiríkur Magnússon – Hill Dwarf – Oath of Glory Paladin 7 – none

Loot:

4.000gp
20x Silvered Arrows
1x Silvered Rapier
1x Potion of Greater Healing (4d4+4)
1x Potion of Polychromy
Potion, Uncommon
When you drink this potion, you and everything you are wearing or carrying take on a rainbow-hued appearance for 1 hour. During that time, you can use a bonus action to turn any color or combination of colors you choose. If you mimic the colors of your surroundings, your hues continually shift to match your surroundings, and you have advantage on Dexterity (Stealth) checks until you change your colors again or the potion wears off.
The potion is separated into seven brightly colored bands of immiscible liquids and has a syrupy taste.
Demon Skin
Armor (Any Heavy Armor), Rare (Requires Attunement)
This magic armor appears as a pot of bubbling black ichor. When you attune to it, the ichor adheres to and contours to your skin, and the pot disappears. The armor can be worn under normal clothes, and it doesn’t impede bodily functions. Once you put it on, it can’t be removed unless you choose to do so or you die, at which point the pot reappears and the ichor flows back into it.
While wearing the armor, you have resistance to poison damage. The armor also doesn’t impose disadvantage on Dexterity (Stealth) checks.
Iggwilv's Horn
Wondrous Item, Rare (Requires Attunement)
You can use an action to blow this horn to cast one of the following spells from it: Arms of Hadar, Fog Cloud, Gust of Wind, or Web. If the spell requires a saving throw, the spell save DC is 13.
Once the horn has been used to cast a spell, it can’t be used to cast that spell again until the next dawn.
Tasha's Creeping Keelboat
Wondrous Item, Very Rare (Requires Attunement)
This magic vehicle is a boat 10 feet wide and 30 feet long. It has four legs that propel it across land and water. It has a walking and swimming speed of 20 feet, but it can’t travel underwater. The boat moves according to your spoken directions while you are riding it, and creatures of your choice gain a +1 bonus to their Armor Class while on the boat.
The boat can transport up to 1,000 pounds without hindrance. It can carry up to twice this weight, but it moves at half speed if it carries more than its normal capacity.
Bracers of Defense
Wondrous item, rare (requires attunement)
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
Longtooth - Giant Slayer Shortsword
Weapon (shortsword), rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, “giant” refers to any creature with the giant type, including ettins and trolls.
The sword’s name (“Longtooth”) is engraved into the blade in Gnomish.
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.
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.
Periapt of Proof against Poison
Wondrous item, rare
This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage.

Consumables expended:

2x Potion of Greater Healing (4d4+4)
1x Potion of Superior Healing (8d4+8)

Charakter Changes:

Level up - Wizard level 9
Spells known: Teleportation Circle, Wall of Force

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

2023-08-15 19:00 DDHC-CM A Deep and Creeping Darkness 75 10 Ring of Swimming, Goggles of Night Show

Teilnehmer:

(4) Bramymond - Prof. Jonas Croft - Variant Human - Wizard: School of Conjuration 4 - Harper
(3) Arikatzi020 - Rashaa "The Forgotten One" - Aasimar - Warlock: The Genie 3 - none
(3) Eklan - Eklan Womobilesh - Half Elf - Bard: College of Glamour 3 - none
(3) Echo - Hastor - Harengon - Monk: Ascendant Dragon 3 - none
(2) Frederic T. - Zorro - Human - Fighter 2 - none

Loot:

375gp
Goggles of Night
wondrous item, uncommon
While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision. wearing the goggles increases its range by 60 feet.
Ring of Swimming
Ring, uncommon
You have a swimming speed of 40 feet while wearing this ring.

Consumables expended:

2x Potion of Healing (2d4+2)

2023-11-01 18:00 DDHC-CM Shemshime's Bedtime Rhyme 0 10 Bag of Holding Show

Teilnehmer:

(4) Bramymond - Prof. Jonas Croft - Variant Human - Wizard: School of Conjuration 4 - Harper
(3) KaNarlist - Thulwar - Svirfneblin - Abjuration Wizard 3 - Lord's Alliance
(4) JinxedBear - Catherine Deneuve - Half Elf - Scout Rogue 4 - Harpers
(4) Talak - Morrec Galreth - V. Human - Circle of Spores Druid 4 - none
(4) PetKola - Goriotosthenes "Gor" Labyrasterios - Minotaur - Fighter (Rune Knight) 4 - none

Loot:

Bag of Holding
Wondrous Item, uncommon
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or 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 to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Notes: Utility, Container

Charakter Changes:

Level up - Wizard level 5
Spells known: Leomund's Tiny Hut, Summon Shadowspawn
Level 5: Memorize Spell
Whenever you finish a Short Rest, you can study your spellbook and replace one of the level 1+ Wizard spells you have prepared for your Spellcasting feature with another level 1+ spell from the book.

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)

2024-08-07 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

2023-06-26 19:00 DDHC-CM Mathfroth's Mighty Digressions -5.5 10 Helm of Comprehending Languages Show

Teilnehmer:

(2) Arikatzi020 - Rashaa "Forgotten One" - Aasimar - The Undying Warlock lvl 2 - none
(2) Bramymond - Prof. Jonas Croft - Variant Human - Conjuration Wizard 2 - none
(2) Dixer - Laucian Haisdrian - Half-Elf - The Archfey Warlock 2 - no faction
(1) Spacie - Artemis Kahlssohn - Hill Dwarf - Cleric Forge Domain 1 - none
(3) WasabiPrime - Dr. Henry Bloomfist - Giff - Barbarian 3 - none

Loot:

100gp
Helm of Comprehending Languages
Wondrous item, uncommon
While wearing this helm, you can use an action to cast the comprehend languages spell from it at will.
Spell Scroll: Feather Fall, bought for 25gp on sale

Character changes:

Level up - Wizard level 3
Spells known: Misty Step, Web
Level 3: Conjuration Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Conjuration spell into your spellbook is halved.
Level 3: Minor Conjuration
Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet.
The object disappears after 1 hour, when you use this feature again, or if it takes or deals any damage.

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.

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.

2025-02-04 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