Prof. Alastor Jones

Season:
Forgotten Realms
Race:
Variant Human (PhB)
Class:
Wizard: School of Conjuration
Background:
Archeologist
Lifestyle:
Comfortable
Current Level:
16
Total GP:
191430.98
Total Downtime:
137
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),
Planecaller's Codex,
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

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.

2024-02-21 18:00 DDHC-TYP White Plume Mountain 1 11207 10 Chain Mail +1, Goggles of Night, Stone of Good Luck, Ring of Protection, Ring of Spell Storing Show

Teilnehmer:

(10) KaNarlist - Ahsoka - Air Genasi - Monk 6 / Fighter 4
(7) Bramymond - Prof. Alastor Jones - V.human - Wizard: School of Conjuration 7 - Harpers
(8) Ineverexist - Milina Greyward - Kenku - Cleric: Life Domain 8
(7) Arikatzi020 - Rashaa "Forgotten One" - Aasimar - Warlock: The Genie 7
(9) Jannis D. - Wonka Ohnewald - Halforc - Druid: Circle of Stars 9

Loot:

56.035gp
1x Potion of Greater Healing (4d4+4)
Potion of Flying
Potion, very rare
When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it.
Potion of Mind Reading
Potion, rare
When you drink this potion, you gain the effect of the detect thoughts spell (save DC 13). The potion's dense, purple liquid has an ovoid cloud of pink floating in it.
Spell Scroll: Fear, Hold Person, Minor Elementals, Dispell Magic, Magic Mouth, Protection from Fiends
Snarla's Spellbook:
* 1st Level: Magic Missile, shield, thunderwave
* 2nd Level: mirror image, web
* 3rd Level: displel magic, fear, stinking cloud
Chain Mail +1
Type: Heavy, Armor Cost: 75 gp, Weight: 55 lbs
Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
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.
Stone of Good Luck
Wondrous item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
Ring of Protection
Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.
Ring of Spell Storing
Ring, rare (requires attunement)
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the DM.
Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. (With two mirror image spells in it)
Armor of Vulnerability
Armor (plate), legendary (requires attunement)
While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly.
Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).


Each character may choose five rare consumables (following normal rules for the number of pieces of magical ammunition). A character could, for example, choose 2 Potions of Superior Healing, 2 Spells Scroll of Greater Restoration, and 1d6 +2 Crossbow Bolts.


Each character may choose one of the following items: Arrow catching Shield, Bracers of Defense, Canaith Mandolin, Necklace of Prayer Beads , Staff of the Woodlands, +2 Wand of the War Mage, or a +2 Weapon.


Each character receives a Blessing of Protection (!) and when the character gains 17th level can claim one of these Legendary Items for their own use subject to the MIL restrictions.
(!) You gain a permanent +1 bonus to AC and saving throws.

Quest Objective:

Whelm
Weapon (warhammer), legendary (requires attunement by a dwarf)
Whelm is a powerful warhammer forged by dwarves and lost in the dungeon of White Plume Mountain.
Wave
Weapon (trident), legendary (requires attunement by a creature that worships a god of the sea)
Held in the dungeon of White Plume Mountain, this trident is an exquisite weapon engraved with images of waves, shells, and sea creatures. Although you must worship a god of the sea to attune to this weapon, Wave happily accepts new converts.
Blackrazor
Weapon (greatsword), legendary (requires attunement by a creature of non-lawful alignment)
Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian.

Charakter Changes:

Level up - Wizard level 8
ASI - Feat: Observant
General Feat (Prerequisite: Level 4+, Intelligence or Wisdom 13+)
You gain the following benefits.
Ability Score Increase. Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
Keen Observer. Choose one of the following skills: Insight, Investigation, or Perception. If you lack proficiency with the chosen skill, you gain proficiency in it, and if you already have proficiency in it, you gain Expertise in it.
Quick Search. *You can take the Search Action as a Bonus Action.
*
Spells known:
Dimension Door, Otiluke's Resilient Sphere

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)

2023-06-26 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.

2024-04-06 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.

2024-02-18 18:30 DDHC-CM Book of Cylinders 1 500 10 Serpent's Fang, Serpent Scale Armor, Lantern of Revealing, Chime of Opening Show

Teilnehmer:

(6) Bramymond - Prof. Alastor Jones - V.human - Wizard: School of Conjuration 6 - Harpers
(6) Jannis D. - Benny - Human - Draconic Sorcerer 6
(6) Madlech - Robert "Big Bob" Hudruv - Variant Human - Totem Warrior Barbarian 3 | Battlemaster Fighter
(6) Ka'Narlist - Brother Dooki - Goblin Monk 1 / Sorcerer 5 - Harpers
(5) TimoL - Cathie - Shifter - Rogue 3 Cleric 2 - Harper

Loot:

2500gp
...
Lantern of Revealing
Wondrous item, uncommon
While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.
...
Chime of Opening
Wondrous item, rare
This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens.
The chime can be used ten times. After the tenth time, it cracks and becomes useless.
...
Serpent's Fang
Weapon (longsword), rare
This single-edged magic sword is made from the scrimshawed fang of a giant serpent. Its hilt changes shape to adjust to the grasp of any creature that picks it up. The weapon deals an extra 1d10 poison damage to any target it hits.
...
Serpent Scale Armor
Armor (scale mail), uncommon
This suit of magic armor is made from shimmering scales. While wearing it, you can apply your full Dexterity modifier (instead of a maximum of +2) when determining your Armor Class. In addition, this armor does not impose disadvantage on your Dexterity (Stealth) checks.
...
Story Award: Grateful Grippli
Having done what they came to do, the characters are free to take their leave of the grippli anytime; once regular traffic resumes between the trading post and Candlekeep, the heroes have no trouble finding a ship that will carry them back to the library.
In the meantime, if the characters prevented one or more eggs in the brood pools from being killed, the returning grippli are so ecstatic that Pond Mother offers to perform a ceremony for the party’s benefit, called the ritual of friend marking. If they agree, they are brought to the pool in the center of Pond Mother’s home at midnight. The grippli, croaking sonorously, surround the characters while they stand in the warm water and Pond Mother pours the contents of a jar into the pool. The liquid swirls, and motes of light begin rising up around the characters. Any party members who have second thoughts at this point can avoid the effect by succeeding on a DC 15 Wisdom saving throw. Party members who don’t resist, or who fail their saves, fall into a trance until dawn—when they come to their senses, completely rested and healed. All party members who completed the ritual can speak and understand the Grippli language from now on.

Charakter Changes:

Level up - Wizard level 7
Spells known: Evard's Black Tentacles, Polymorph

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

Teilnehmer:

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

Loot:

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

Consumables expended:

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

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

Planecaller's Codex
Source: Tasha's Cauldron of Everything
Wondrous item, rare (requires attunement by a wizard)
The pages of this book are bound in fiend hide, and its cover is embossed with a diagram of the Great Wheel of the multiverse. When found, the book contains the following spells: Banishment, Find Familiar, Gate, Magic Circle, Planar Binding, and Summon Elemental. It functions as a spellbook for you.
While you are holding the book, you can use it as a spellcasting focus for your wizard spells.
The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
* If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the conjuration school.
* When you cast a conjuration spell that summons or creates one creature, you can expend 1 charge to grant that creature advantage on attack rolls for 1 minute.

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

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

2023-06-02 19:00 DDHC-CM The Joy of Extradimensional Spaces 1 17.5 10 Driftglobe, Book Club (Flail +1) Show

Teilnehmer:

(1) Bramymond - Prof. Jonas Croft - Variant Human - Conjuration Wizard 1

Loot:

70gp
2x Potion of Healing (verbraucht während des Abenteuers)
Driftglobe
Wondrous item, uncommon
This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can’t be used again until the next dawn.
You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.
Book Club (Flail +1)
Weapon (flail), uncommon
You have a +1 bonus to attack and damage rolls made with this weapon.
A book of the animated library that has become detached. It still hangs on the broken chain that holds it.
(It functions as a +1 flail). The book is entitled Martial Attack Techniques.

Character changes:

Level up - Wizard level 2
Spells known: Comprehend Languages, Fog Cloud
Level 2: Scholar
While studying magic, you also specialized in an academic field of study. Choose one of the following skills in which you have proficiency: Arcana, History, Investigation, Medicine, Nature, or Religion. You have Expertise in the chosen skill.

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

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.

2024-02-21 18:00 DDHC-TYP White Plume Mountain 10 Show

Teilnehmer:

(10) KaNarlist - Ahsoka - Air Genasi - Monk 6 / Fighter 4
(7) Bramymond - Prof. Alastor Jones - V.human - Wizard: School of Conjuration 7 - Harpers
(8) Ineverexist - Milina Greyward - Kenku - Cleric: Life Domain 8
(7) Arikatzi020 - Rashaa "Forgotten One" - Aasimar - Warlock: The Genie 7
(9) Jannis D. - Wonka Ohnewald - Halforc - Druid: Circle of Stars 9

Loot:

56.035gp
1x Potion of Greater Healing (4d4+4)
Potion of Flying
Potion, very rare
When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it.
Potion of Mind Reading
Potion, rare
When you drink this potion, you gain the effect of the detect thoughts spell (save DC 13). The potion's dense, purple liquid has an ovoid cloud of pink floating in it.
Spell Scroll: Fear, Hold Person, Minor Elementals, Dispell Magic, Magic Mouth, Protection from Fiends
Snarla's Spellbook:
* 1st Level: Magic Missile, shield, thunderwave
* 2nd Level: mirror image, web
* 3rd Level: displel magic, fear, stinking cloud
Chain Mail +1
Type: Heavy, Armor Cost: 75 gp, Weight: 55 lbs
Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
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.
Stone of Good Luck
Wondrous item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
Ring of Protection
Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.
Ring of Spell Storing
Ring, rare (requires attunement)
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the DM.
Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. (With two mirror image spells in it)
Armor of Vulnerability
Armor (plate), legendary (requires attunement)
While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly.
Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).


Each character may choose five rare consumables (following normal rules for the number of pieces of magical ammunition). A character could, for example, choose 2 Potions of Superior Healing, 2 Spells Scroll of Greater Restoration, and 1d6 +2 Crossbow Bolts.


Each character may choose one of the following items: Arrow catching Shield, Bracers of Defense, Canaith Mandolin, Necklace of Prayer Beads , Staff of the Woodlands, +2 Wand of the War Mage, or a +2 Weapon.


Each character receives a Blessing of Protection (!) and when the character gains 17th level can claim one of these Legendary Items for their own use subject to the MIL restrictions.
(!) You gain a permanent +1 bonus to AC and saving throws.

Quest Objective:

Whelm
Weapon (warhammer), legendary (requires attunement by a dwarf)
Whelm is a powerful warhammer forged by dwarves and lost in the dungeon of White Plume Mountain.
Wave
Weapon (trident), legendary (requires attunement by a creature that worships a god of the sea)
Held in the dungeon of White Plume Mountain, this trident is an exquisite weapon engraved with images of waves, shells, and sea creatures. Although you must worship a god of the sea to attune to this weapon, Wave happily accepts new converts.
Blackrazor
Weapon (greatsword), legendary (requires attunement by a creature of non-lawful alignment)
Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian.

Charakter Changes:

Level up - Wizard level 8
ASI - Feat: Observant
General Feat (Prerequisite: Level 4+, Intelligence or Wisdom 13+)
You gain the following benefits.
Ability Score Increase. Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
Keen Observer. Choose one of the following skills: Insight, Investigation, or Perception. If you lack proficiency with the chosen skill, you gain proficiency in it, and if you already have proficiency in it, you gain Expertise in it.
Quick Search. *You can take the Search Action as a Bonus Action.
*
Spells known:
Dimension Door, Otiluke's Resilient Sphere

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)

2023-06-26 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.

2024-04-06 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.

2024-02-18 18:30 DDHC-CM Book of Cylinders 10 Show

Teilnehmer:

(6) Bramymond - Prof. Alastor Jones - V.human - Wizard: School of Conjuration 6 - Harpers
(6) Jannis D. - Benny - Human - Draconic Sorcerer 6
(6) Madlech - Robert "Big Bob" Hudruv - Variant Human - Totem Warrior Barbarian 3 | Battlemaster Fighter
(6) Ka'Narlist - Brother Dooki - Goblin Monk 1 / Sorcerer 5 - Harpers
(5) TimoL - Cathie - Shifter - Rogue 3 Cleric 2 - Harper

Loot:

2500gp
...
Lantern of Revealing
Wondrous item, uncommon
While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.
...
Chime of Opening
Wondrous item, rare
This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens.
The chime can be used ten times. After the tenth time, it cracks and becomes useless.
...
Serpent's Fang
Weapon (longsword), rare
This single-edged magic sword is made from the scrimshawed fang of a giant serpent. Its hilt changes shape to adjust to the grasp of any creature that picks it up. The weapon deals an extra 1d10 poison damage to any target it hits.
...
Serpent Scale Armor
Armor (scale mail), uncommon
This suit of magic armor is made from shimmering scales. While wearing it, you can apply your full Dexterity modifier (instead of a maximum of +2) when determining your Armor Class. In addition, this armor does not impose disadvantage on your Dexterity (Stealth) checks.
...
Story Award: Grateful Grippli
Having done what they came to do, the characters are free to take their leave of the grippli anytime; once regular traffic resumes between the trading post and Candlekeep, the heroes have no trouble finding a ship that will carry them back to the library.
In the meantime, if the characters prevented one or more eggs in the brood pools from being killed, the returning grippli are so ecstatic that Pond Mother offers to perform a ceremony for the party’s benefit, called the ritual of friend marking. If they agree, they are brought to the pool in the center of Pond Mother’s home at midnight. The grippli, croaking sonorously, surround the characters while they stand in the warm water and Pond Mother pours the contents of a jar into the pool. The liquid swirls, and motes of light begin rising up around the characters. Any party members who have second thoughts at this point can avoid the effect by succeeding on a DC 15 Wisdom saving throw. Party members who don’t resist, or who fail their saves, fall into a trance until dawn—when they come to their senses, completely rested and healed. All party members who completed the ritual can speak and understand the Grippli language from now on.

Charakter Changes:

Level up - Wizard level 7
Spells known: Evard's Black Tentacles, Polymorph

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

Teilnehmer:

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

Loot:

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

Consumables expended:

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

2024-11-17 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:

Planecaller's Codex
Source: Tasha's Cauldron of Everything
Wondrous item, rare (requires attunement by a wizard)
The pages of this book are bound in fiend hide, and its cover is embossed with a diagram of the Great Wheel of the multiverse. When found, the book contains the following spells: Banishment, Find Familiar, Gate, Magic Circle, Planar Binding, and Summon Elemental. It functions as a spellbook for you.
While you are holding the book, you can use it as a spellcasting focus for your wizard spells.
The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
* If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the conjuration school.
* When you cast a conjuration spell that summons or creates one creature, you can expend 1 charge to grant that creature advantage on attack rolls for 1 minute.

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

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

2023-06-02 19:00 DDHC-CM The Joy of Extradimensional Spaces 10 Show

Teilnehmer:

(1) Bramymond - Prof. Jonas Croft - Variant Human - Conjuration Wizard 1

Loot:

70gp
2x Potion of Healing (verbraucht während des Abenteuers)
Driftglobe
Wondrous item, uncommon
This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can’t be used again until the next dawn.
You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.
Book Club (Flail +1)
Weapon (flail), uncommon
You have a +1 bonus to attack and damage rolls made with this weapon.
A book of the animated library that has become detached. It still hangs on the broken chain that holds it.
(It functions as a +1 flail). The book is entitled Martial Attack Techniques.

Character changes:

Level up - Wizard level 2
Spells known: Comprehend Languages, Fog Cloud
Level 2: Scholar
While studying magic, you also specialized in an academic field of study. Choose one of the following skills in which you have proficiency: Arcana, History, Investigation, Medicine, Nature, or Religion. You have Expertise in the chosen skill.

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

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.

2024-02-21 18:00 DDHC-TYP White Plume Mountain 11207 10 Chain Mail +1, Goggles of Night, Stone of Good Luck, Ring of Protection, Ring of Spell Storing Show

Teilnehmer:

(10) KaNarlist - Ahsoka - Air Genasi - Monk 6 / Fighter 4
(7) Bramymond - Prof. Alastor Jones - V.human - Wizard: School of Conjuration 7 - Harpers
(8) Ineverexist - Milina Greyward - Kenku - Cleric: Life Domain 8
(7) Arikatzi020 - Rashaa "Forgotten One" - Aasimar - Warlock: The Genie 7
(9) Jannis D. - Wonka Ohnewald - Halforc - Druid: Circle of Stars 9

Loot:

56.035gp
1x Potion of Greater Healing (4d4+4)
Potion of Flying
Potion, very rare
When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it.
Potion of Mind Reading
Potion, rare
When you drink this potion, you gain the effect of the detect thoughts spell (save DC 13). The potion's dense, purple liquid has an ovoid cloud of pink floating in it.
Spell Scroll: Fear, Hold Person, Minor Elementals, Dispell Magic, Magic Mouth, Protection from Fiends
Snarla's Spellbook:
* 1st Level: Magic Missile, shield, thunderwave
* 2nd Level: mirror image, web
* 3rd Level: displel magic, fear, stinking cloud
Chain Mail +1
Type: Heavy, Armor Cost: 75 gp, Weight: 55 lbs
Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
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.
Stone of Good Luck
Wondrous item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
Ring of Protection
Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.
Ring of Spell Storing
Ring, rare (requires attunement)
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the DM.
Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. (With two mirror image spells in it)
Armor of Vulnerability
Armor (plate), legendary (requires attunement)
While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly.
Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).


Each character may choose five rare consumables (following normal rules for the number of pieces of magical ammunition). A character could, for example, choose 2 Potions of Superior Healing, 2 Spells Scroll of Greater Restoration, and 1d6 +2 Crossbow Bolts.


Each character may choose one of the following items: Arrow catching Shield, Bracers of Defense, Canaith Mandolin, Necklace of Prayer Beads , Staff of the Woodlands, +2 Wand of the War Mage, or a +2 Weapon.


Each character receives a Blessing of Protection (!) and when the character gains 17th level can claim one of these Legendary Items for their own use subject to the MIL restrictions.
(!) You gain a permanent +1 bonus to AC and saving throws.

Quest Objective:

Whelm
Weapon (warhammer), legendary (requires attunement by a dwarf)
Whelm is a powerful warhammer forged by dwarves and lost in the dungeon of White Plume Mountain.
Wave
Weapon (trident), legendary (requires attunement by a creature that worships a god of the sea)
Held in the dungeon of White Plume Mountain, this trident is an exquisite weapon engraved with images of waves, shells, and sea creatures. Although you must worship a god of the sea to attune to this weapon, Wave happily accepts new converts.
Blackrazor
Weapon (greatsword), legendary (requires attunement by a creature of non-lawful alignment)
Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian.

Charakter Changes:

Level up - Wizard level 8
ASI - Feat: Observant
General Feat (Prerequisite: Level 4+, Intelligence or Wisdom 13+)
You gain the following benefits.
Ability Score Increase. Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
Keen Observer. Choose one of the following skills: Insight, Investigation, or Perception. If you lack proficiency with the chosen skill, you gain proficiency in it, and if you already have proficiency in it, you gain Expertise in it.
Quick Search. *You can take the Search Action as a Bonus Action.
*
Spells known:
Dimension Door, Otiluke's Resilient Sphere

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)

2023-06-26 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.

2024-04-06 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.

2024-02-18 18:30 DDHC-CM Book of Cylinders 500 10 Serpent's Fang, Serpent Scale Armor, Lantern of Revealing, Chime of Opening Show

Teilnehmer:

(6) Bramymond - Prof. Alastor Jones - V.human - Wizard: School of Conjuration 6 - Harpers
(6) Jannis D. - Benny - Human - Draconic Sorcerer 6
(6) Madlech - Robert "Big Bob" Hudruv - Variant Human - Totem Warrior Barbarian 3 | Battlemaster Fighter
(6) Ka'Narlist - Brother Dooki - Goblin Monk 1 / Sorcerer 5 - Harpers
(5) TimoL - Cathie - Shifter - Rogue 3 Cleric 2 - Harper

Loot:

2500gp
...
Lantern of Revealing
Wondrous item, uncommon
While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.
...
Chime of Opening
Wondrous item, rare
This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens.
The chime can be used ten times. After the tenth time, it cracks and becomes useless.
...
Serpent's Fang
Weapon (longsword), rare
This single-edged magic sword is made from the scrimshawed fang of a giant serpent. Its hilt changes shape to adjust to the grasp of any creature that picks it up. The weapon deals an extra 1d10 poison damage to any target it hits.
...
Serpent Scale Armor
Armor (scale mail), uncommon
This suit of magic armor is made from shimmering scales. While wearing it, you can apply your full Dexterity modifier (instead of a maximum of +2) when determining your Armor Class. In addition, this armor does not impose disadvantage on your Dexterity (Stealth) checks.
...
Story Award: Grateful Grippli
Having done what they came to do, the characters are free to take their leave of the grippli anytime; once regular traffic resumes between the trading post and Candlekeep, the heroes have no trouble finding a ship that will carry them back to the library.
In the meantime, if the characters prevented one or more eggs in the brood pools from being killed, the returning grippli are so ecstatic that Pond Mother offers to perform a ceremony for the party’s benefit, called the ritual of friend marking. If they agree, they are brought to the pool in the center of Pond Mother’s home at midnight. The grippli, croaking sonorously, surround the characters while they stand in the warm water and Pond Mother pours the contents of a jar into the pool. The liquid swirls, and motes of light begin rising up around the characters. Any party members who have second thoughts at this point can avoid the effect by succeeding on a DC 15 Wisdom saving throw. Party members who don’t resist, or who fail their saves, fall into a trance until dawn—when they come to their senses, completely rested and healed. All party members who completed the ritual can speak and understand the Grippli language from now on.

Charakter Changes:

Level up - Wizard level 7
Spells known: Evard's Black Tentacles, Polymorph

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

Teilnehmer:

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

Loot:

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

Consumables expended:

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

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

Planecaller's Codex
Source: Tasha's Cauldron of Everything
Wondrous item, rare (requires attunement by a wizard)
The pages of this book are bound in fiend hide, and its cover is embossed with a diagram of the Great Wheel of the multiverse. When found, the book contains the following spells: Banishment, Find Familiar, Gate, Magic Circle, Planar Binding, and Summon Elemental. It functions as a spellbook for you.
While you are holding the book, you can use it as a spellcasting focus for your wizard spells.
The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
* If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the conjuration school.
* When you cast a conjuration spell that summons or creates one creature, you can expend 1 charge to grant that creature advantage on attack rolls for 1 minute.

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

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

2023-06-02 19:00 DDHC-CM The Joy of Extradimensional Spaces 17.5 10 Driftglobe, Book Club (Flail +1) Show

Teilnehmer:

(1) Bramymond - Prof. Jonas Croft - Variant Human - Conjuration Wizard 1

Loot:

70gp
2x Potion of Healing (verbraucht während des Abenteuers)
Driftglobe
Wondrous item, uncommon
This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can’t be used again until the next dawn.
You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.
Book Club (Flail +1)
Weapon (flail), uncommon
You have a +1 bonus to attack and damage rolls made with this weapon.
A book of the animated library that has become detached. It still hangs on the broken chain that holds it.
(It functions as a +1 flail). The book is entitled Martial Attack Techniques.

Character changes:

Level up - Wizard level 2
Spells known: Comprehend Languages, Fog Cloud
Level 2: Scholar
While studying magic, you also specialized in an academic field of study. Choose one of the following skills in which you have proficiency: Arcana, History, Investigation, Medicine, Nature, or Religion. You have Expertise in the chosen skill.