Show Log Entry
Adventure Title
DDHC-CM Alkazaar's Appendix
DDHC-CM Alkazaar's Appendix
Session
Date Played
2023-06-16 19:00:00 UTC
2023-06-16 19:00:00 UTC
Levels Gained
GP +/-
2270
2270
Downtime +/-
10.0
10.0
Location Played
Roll20
Roll20
DM Name
Christian K.
Christian K.
DM DCI Number
9319625128
9319625128
Notes
# Teilnehmer: (16) C0ldW0lf - Oleander Dazzleflame - Fairy - Bladesinger 16 (16) Maluku Seito - Prof. Dr. Faust md. - Half-Elf - Mercy Monk 16 - None (16) Bramymond - Aster Grünzweig - Ghostwise Halfling - Druid: Circle of the Moon 16 - Emerald Enclave (11) KaNarlist - Borim Deeprock - Dwarf Fighter 11 - LA (16) Folk2K - Mashon - Dragonborn - Paladin 16- none # Loot: **11350gp** ... **1x Potion of Growth** When you drink this potion, you gain the “enlarge” effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion’s liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process. ... **1x Spell Scroll (Speak with Dead)** **1x Spell Scroll (Longstrider)** ... **1x Splint Mithral Armor** *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. ... **Animated Shield** *Armor (shield), very rare (requires attunement)* While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free. ... **Ring of Acid Resistance** *Ring, rare (requires attunement)* You have resistance to acid damage while wearing this ring. ... **Dwarven Plate** *Armor (plate), very rare* While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet. ... **Horn of Blasting** *Wondrous item, rare* You can use an action to speak the horn’s command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn’t deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6. Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn. ... **Wand of Polymorph** *Wand, very rare (requires attunement by a spellcaster)* This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. ... **Staff of Withering** *Staff, rare (requires attunement by a cleric, druid, or warlock)* This staff has 3 charges and regains 1d3 expended charges daily at dawn. The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution. ... **Longbow +2** *Weapon (longbow), rare* You have a +2 bonus to attack and damage rolls made with this magic weapon. ... **Spell Scroll of Wish** *Scroll, legendary* Save DC 19, Attack Bonus +11 A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. # Story Award: **Charm of the Mirage.** This charm allows you to cast the hallucinatory terrain spell (save DC 15) as an action. Once used, this charm vanishes from you. # Consumables expended: **1x Gem encrusted Bowl** worth 1000gp (Heroes' Feast component) **1x Spell Scroll of Greater Restoration**
# Teilnehmer: (16) C0ldW0lf - Oleander Dazzleflame - Fairy - Bladesinger 16 (16) Maluku Seito - Prof. Dr. Faust md. - Half-Elf - Mercy Monk 16 - None (16) Bramymond - Aster Grünzweig - Ghostwise Halfling - Druid: Circle of the Moon 16 - Emerald Enclave (11) KaNarlist - Borim Deeprock - Dwarf Fighter 11 - LA (16) Folk2K - Mashon - Dragonborn - Paladin 16- none # Loot: **11350gp** ... **1x Potion of Growth** When you drink this potion, you gain the “enlarge” effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion’s liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process. ... **1x Spell Scroll (Speak with Dead)** **1x Spell Scroll (Longstrider)** ... **1x Splint Mithral Armor** *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. ... **Animated Shield** *Armor (shield), very rare (requires attunement)* While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free. ... **Ring of Acid Resistance** *Ring, rare (requires attunement)* You have resistance to acid damage while wearing this ring. ... **Dwarven Plate** *Armor (plate), very rare* While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet. ... **Horn of Blasting** *Wondrous item, rare* You can use an action to speak the horn’s command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn’t deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6. Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn. ... **Wand of Polymorph** *Wand, very rare (requires attunement by a spellcaster)* This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. ... **Staff of Withering** *Staff, rare (requires attunement by a cleric, druid, or warlock)* This staff has 3 charges and regains 1d3 expended charges daily at dawn. The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution. ... **Longbow +2** *Weapon (longbow), rare* You have a +2 bonus to attack and damage rolls made with this magic weapon. ... **Spell Scroll of Wish** *Scroll, legendary* Save DC 19, Attack Bonus +11 A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. # Story Award: **Charm of the Mirage.** This charm allows you to cast the hallucinatory terrain spell (save DC 15) as an action. Once used, this charm vanishes from you. # Consumables expended: **1x Gem encrusted Bowl** worth 1000gp (Heroes' Feast component) **1x Spell Scroll of Greater Restoration**
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Longbow +2 | Rare | DDHC-CM Alkazaar's Appendix | false | ||
*Weapon (longbow), rare* You have a +2 bonus to attack and damage rolls made with this magic weapon. | |||||
Splint Mithral Armor | Rare | DDHC-CM Alkazaar's Appendix | false | ||
*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. | |||||
Animated Shield | Very Rare | DDHC-CM Alkazaar's Appendix | false | ||
*Armor (shield), very rare (requires attunement)* While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free. | |||||
Ring of Acid Resistance | Rare | DDHC-CM Alkazaar's Appendix | false | ||
*Ring, rare (requires attunement)* You have resistance to acid damage while wearing this ring. | |||||
Horn of Blasting | Rare | DDHC-CM Alkazaar's Appendix | false | ||
*Wondrous item, rare* You can use an action to speak the horn’s command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn’t deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6. Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn. | |||||
Wand of Polymorph | Very Rare | DDHC-CM Alkazaar's Appendix | false | ||
*Wand, very rare (requires attunement by a spellcaster)* This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. | |||||
Staff of Withering | Rare | DDHC-CM Alkazaar's Appendix | false | ||
*Staff, rare (requires attunement by a cleric, druid, or warlock)* This staff has 3 charges and regains 1d3 expended charges daily at dawn. The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution. | |||||
Spell Scroll of Wish | Legendary | DDHC-CM Alkazaar's Appendix | false | ||
Spell Scroll of Wish *Scroll, legendary* Save DC 19, Attack Bonus +11 A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. | |||||
Dwarven Plate | Very Rare | DDHC-CM Alkazaar's Appendix | true | ||
*Armor (plate), very rare* While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet. |