Meryll Brumblewynn
Ordine Sage’s Robes (Robe of Useful Items) ,
Tentacle Rod,
Cloak of many Fashions (Wondrous Item, common),
Figurine of wondrous Power (Wondrous Item, rare),
Amulet of Health,
Dust of Dissappearance,
Morning Star +2,
Longsword +1,
Shield, +2,
Horn of Silent Alarm,
Ring of Regeneration,
Dwarven Plate,
Decanter of endless Water,
Animated Shield,
Ring of Acid Resistance,
Wand of Secrets,
Sword of Vengeance,
Adamantine Chain Shirt,
Dragon Scale Mail (Red)
Log Entries
Date Played | Adventure Title | Session | Levels | GP | Downtime | Magic Items | ||
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2023-05-13 23:34 | Purchase Log | 3000 | Show Purchase | |||||
6x Potion of Superior Healing |
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2023-05-16 23:34 | DM Rerward | 2600 | Show | |||||
Amulet of the Devout, +2 This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +2 bonus to spell attack rolls and the saving throw DCs of your spells. While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature’s uses. Once this property is used, it can’t be used again until the next dawn. |
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2023-05-12 20:39 | DM-Reward | 30 | Show | |||||
Manual of Gainful Exercise |
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2023-05-30 20:37 | Trade Log | -5 | > Dwarven Plate | Show Trade Log | ||||
https://www.adventurersleaguelog.com/users/42279/characters/104428 |
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2023-05-31 15:12 | Trade Log | -5 | Adamantine Plate > Decanter of endless Water | Show Trade Log | ||||
Trade With: https://www.adventurersleaguelog.com/users/42279/characters/104428 |
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2024-04-15 18:00 | DDHC-CM-16 Alkazaar's Appendix | 0 | 4504 | 10 | Animated Shield, Dwarven Plate, Ring of Acid Resistance, Wand of Secrets, Sword of Vengeance, Adamantine Chain Shirt | Show | ||
Charm of the Mirage. 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. 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. Ring of Acid Resistance - Ring, rare (requires attunement) You have resistance to acid damage while wearing this ring. Potion of Flying Potion of Fire Breath Wand of Secrets - Wand, uncommon The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn. Notes: Detection Spell Scroll 2nd Lvl Earthbind +1 Glaeve 1+ Blasrohr Sword of Vengeance - Weapon (any sword), uncommon (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it. You can break the curse in the usual ways. Alternatively, casting Banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties. Adamantine Chain Shirt - Armor (chain shirt), uncommon This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit. 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. Notes: Immunity: Critical Hits, Combat, Warding 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, Level 9 [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. 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. Charm of Cold Resistance - Charm |
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2024-04-22 09:18 | Trade Log | -5 | Dwarven Plate > Dragon Scale Mail (Red) | Show Trade Log | ||||
Recipient: Meryll Brumblewynn (T2) |
Date Played | Adventure Title | Tier ▲ | Session | ACP | TCP | Downtime | Renown | |
---|---|---|---|---|---|---|---|---|
2023-05-13 23:34 | Purchase Log | Show Purchase | ||||||
6x Potion of Superior Healing |
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2023-05-16 23:34 | DM Rerward | Show | ||||||
Amulet of the Devout, +2 This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +2 bonus to spell attack rolls and the saving throw DCs of your spells. While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature’s uses. Once this property is used, it can’t be used again until the next dawn. |
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2023-05-12 20:39 | DM-Reward | 30 | Show | |||||
Manual of Gainful Exercise |
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2023-05-30 20:37 | Trade Log | -5 | Show Trade Log | |||||
https://www.adventurersleaguelog.com/users/42279/characters/104428 |
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2023-05-31 15:12 | Trade Log | -5 | Show Trade Log | |||||
Trade With: https://www.adventurersleaguelog.com/users/42279/characters/104428 |
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2024-04-15 18:00 | DDHC-CM-16 Alkazaar's Appendix | 10 | Show | |||||
Charm of the Mirage. 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. 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. Ring of Acid Resistance - Ring, rare (requires attunement) You have resistance to acid damage while wearing this ring. Potion of Flying Potion of Fire Breath Wand of Secrets - Wand, uncommon The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn. Notes: Detection Spell Scroll 2nd Lvl Earthbind +1 Glaeve 1+ Blasrohr Sword of Vengeance - Weapon (any sword), uncommon (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it. You can break the curse in the usual ways. Alternatively, casting Banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties. Adamantine Chain Shirt - Armor (chain shirt), uncommon This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit. 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. Notes: Immunity: Critical Hits, Combat, Warding 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, Level 9 [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. 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. Charm of Cold Resistance - Charm |
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2024-04-22 09:18 | Trade Log | -5 | Show Trade Log | |||||
Recipient: Meryll Brumblewynn (T2) |
Date Played | Adventure Title | Session | XP | GP | Downtime | Renown | Magic Items | |
---|---|---|---|---|---|---|---|---|
2023-05-13 23:34 | Purchase Log | 3000 | Show Purchase | |||||
6x Potion of Superior Healing |
||||||||
2023-05-16 23:34 | DM Rerward | 2600 | Show | |||||
Amulet of the Devout, +2 This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +2 bonus to spell attack rolls and the saving throw DCs of your spells. While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature’s uses. Once this property is used, it can’t be used again until the next dawn. |
||||||||
2023-05-12 20:39 | DM-Reward | 30 | Show | |||||
Manual of Gainful Exercise |
||||||||
2023-05-30 20:37 | Trade Log | -5 | > Dwarven Plate | Show Trade Log | ||||
https://www.adventurersleaguelog.com/users/42279/characters/104428 |
||||||||
2023-05-31 15:12 | Trade Log | -5 | Adamantine Plate > Decanter of endless Water | Show Trade Log | ||||
Trade With: https://www.adventurersleaguelog.com/users/42279/characters/104428 |
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2024-04-15 18:00 | DDHC-CM-16 Alkazaar's Appendix | 4504 | 10 | Animated Shield, Dwarven Plate, Ring of Acid Resistance, Wand of Secrets, Sword of Vengeance, Adamantine Chain Shirt | Show | |||
Charm of the Mirage. 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. 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. Ring of Acid Resistance - Ring, rare (requires attunement) You have resistance to acid damage while wearing this ring. Potion of Flying Potion of Fire Breath Wand of Secrets - Wand, uncommon The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn. Notes: Detection Spell Scroll 2nd Lvl Earthbind +1 Glaeve 1+ Blasrohr Sword of Vengeance - Weapon (any sword), uncommon (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it. You can break the curse in the usual ways. Alternatively, casting Banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties. Adamantine Chain Shirt - Armor (chain shirt), uncommon This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit. 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. Notes: Immunity: Critical Hits, Combat, Warding 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, Level 9 [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. 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. Charm of Cold Resistance - Charm |
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2024-04-22 09:18 | Trade Log | -5 | Dwarven Plate > Dragon Scale Mail (Red) | Show Trade Log | ||||
Recipient: Meryll Brumblewynn (T2) |