Show Log Entry

Adventure Title
DDHC-CoS Curse of Strahd castle ravenloft
Session
Date Played
2019-12-16 03:25:00 UTC
Levels Gained
1
GP +/-
-129
Downtime +/-
Location Played
roll20
DM Name
Meera S.
DM DCI Number
6318762765
Notes
acquired staff of power, crusading shortsword, +2 Plate, and musket used opal of ild rune on musket bought 6 (30 shots) smokepowder for 300 gold bought 30 bullets for 9 gold

Magic Items

Name Rarity Location Table Result Counts?
Ild rune musket Uncommon crypts true
Firearm, Renaissance, Martial Weapon, Ranged Weapon 500 gp, 10 lb. 1d12 piercing - ammunition (40/120 ft.), loading, two-handed The weapon is now an uncommon magic weapon. It deals an extra 1d6 fire damage to any target it hits.
Crusading Shortsword (COMRADE) Uncommon true
Crusading Shortsword This is a sentient lawful good +1 shortsword (Intelligence 11, Wisdom 13, Charisma 13). It has hearing and normal vision out to a range of 120 feet. It communicates by transmitting emotion to the creature carrying or wielding it. The sword’s purpose is to fight evil. The sword has the following additional properties: The sword continually sheds bright light in a 15-foot radius and dim light for an additional 15 feet. Only by destroying the sword can this light be extinguished. A lawful good creature can attune itself to the sword in 1 minute. While attuned to the weapon, the sword’s wielder can use the sword to cast the crusader’s mantle spell. Once used, this property of the sword can’t be used again until the next dawn.
Staff of Power Very Rare true
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. The staff has 20 charges for the following properties. The staff regains 2d8+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage roll but loses all other properties. On a 20, the staff regain 1d8+2 charges. Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges). lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges). Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. Distance from Origin Effect 10 ft. away or closer 8 × the number of charges in the staff 11 to 20 ft. away 6 × the number of charges in the staff 21 to 30 ft. away 4 × the number of charges in the staff Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
+2 Plate Very Rare true