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Adventure Title
DDEP6-1 Relics of Khundrakur
DDEP6-1 Relics of Khundrakur
Session
Date Played
2022-06-18 15:47:00 UTC
2022-06-18 15:47:00 UTC
Levels Gained
1
1
GP +/-
-1325
-1325
Downtime +/-
10.0
10.0
Location Played
DM Name
Satagommo#8837
Satagommo#8837
DM DCI Number
Notes
Bought half plate barding at half price, made by fellow adventuerer armorer bought magnifying glass and 5 antitoxins (used 2) for half price acquired Durgeddin’s Fist (Mace of Terror), Elixer of Health, Potion of Invulnerability, Spell Scroll of Stone Skin, Wand of Binding A Sapper’s Best Friend (for losing no sappers) Your exceptional prowess and courage saved every single one of the sappers sent to blow up the trench system in Grave Dust Cavern. Your steely-eyed determination allows you treat one failed saving throw vs an effect that imposes the frightened condition as a success. You also gain the honorary title of Sapper from the dwarves of Mirabar along with an engraved pewter hip flask filled with potent dwarven brandy, enough to get one person right and proper drunk. Friend of Mirabar (for finishing above 50% strength). The Council of Sparkling Stones recognizes your courage and leadership during this time of adversity by granting you a royal badge of Mirabar, depicted as an upright, double-bladed axe with a pointed haft and a flaring, flat base. This badge grants the wearer advantage on all Charisma (Persuasion) checks in Mirabar, Sundabar, and Citadel Adbar. and may stay in the city for up to 60 days at a luxurious lifestyle with no cost. The bearer may also purchase one suit of nonmagical armor for half the listed retail price in the PHB during any of those downtime days.
Bought half plate barding at half price, made by fellow adventuerer armorer bought magnifying glass and 5 antitoxins (used 2) for half price acquired Durgeddin’s Fist (Mace of Terror), Elixer of Health, Potion of Invulnerability, Spell Scroll of Stone Skin, Wand of Binding A Sapper’s Best Friend (for losing no sappers) Your exceptional prowess and courage saved every single one of the sappers sent to blow up the trench system in Grave Dust Cavern. Your steely-eyed determination allows you treat one failed saving throw vs an effect that imposes the frightened condition as a success. You also gain the honorary title of Sapper from the dwarves of Mirabar along with an engraved pewter hip flask filled with potent dwarven brandy, enough to get one person right and proper drunk. Friend of Mirabar (for finishing above 50% strength). The Council of Sparkling Stones recognizes your courage and leadership during this time of adversity by granting you a royal badge of Mirabar, depicted as an upright, double-bladed axe with a pointed haft and a flaring, flat base. This badge grants the wearer advantage on all Charisma (Persuasion) checks in Mirabar, Sundabar, and Citadel Adbar. and may stay in the city for up to 60 days at a luxurious lifestyle with no cost. The bearer may also purchase one suit of nonmagical armor for half the listed retail price in the PHB during any of those downtime days.
Magic Items
| Name | Rarity | Location | Table | Result | Counts? |
|---|---|---|---|---|---|
| Durgeddin’s Fist (Mace of Terror) | Rare | true | |||
| Wrought of blackened steel, the head of this mace is forged in the likeness of three screaming orc skulls. When wielded in combat against orc foes Durgeddin’s Fist bellows an endless stream of profanities and insults in a fearsome dwarven baritone audible for 30’. This item can be found in the Dungeon Master’s Guide. Weapon (mace), rare (requires attunement) Major tier Simple weapon, melee weapon 4 lb. 1d6 bludgeoning This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. The mace regains 1d3 expended charges daily at dawn. | |||||
| Wand of Binding | Rare | true | |||
| Wand, rare (requires attunement by a spellcaster) Major tier 1 lb. This wand has 7 charges for the following properties. It 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. Spells. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5 charges) or hold person (2 charges). Assisted Escape. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple. | |||||