Lady Erzalet of Noromath
Necklace of 6 prayer beads,
Dwarven Plate,
Tome of Leadership and Influance,
Enduring Spellbook (CMI),
Bell of Silent Carols (CMI),
Aegis of the Raven Queen (+3 Shield),
Staff of Power,
Prospector’s Chronoglass (Periapt of Proof Against Poison),
Chronostat of Precision (Clockwork Amulet)(CMI)
Log Entries
Date Played ▼ | Adventure Title | Session | Levels | GP | Downtime | Magic Items | ||
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2021-01-17 19:08 | Trade Log | Ring of Spell Storing > | Show Trade Log | |||||
Non-common Magic item limit of 6. |
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2021-01-17 18:53 | CCC-GAD-01-03 Caught in Time | 800 | Prospector’s Chronoglass (Periapt of Proof Against Poison), Chronostat of Precision (Clockwork Amulet)(CMI) | Show | ||||
Won the Championship battle and our Mindflayer challenge. Final battle was very challenging as you have to do 5 types of damage each 3 times while doing LESS than 75hp of damage. Only possible due to Bard's cutting words on their allies and using a lit torch! MAGIC ITEMS Chronostat of Precision (Clockwork Amulet). |
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2021-01-08 20:08 | DDHC-MORD-02 - The Lich Queens Begotten | 1 | 600 | Show | ||||
Very long campaign, mainly due to a lot of roll20 issues for multiple people; 6 hours, though only need 3 to max gold for level. Eventually survived everything, almost completely tapped all resources - the assain construct was particularly deadly, though no one died. Party decided to kill the future vessel of the Lich Queen. MAGIC ITEM This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. |
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2020-12-28 18:19 | CCC-ROZK01-02 Zhentarim’s Lament | 1000 | -50 | Show | ||||
Long run, but completed all three parts. Seems impossible to prevent the hirer from getting the phylacteries :( CONSUMABLES MAGIC ITEMS STORY AWARD (Taken) |
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2020-12-27 09:25 | Trade Log | Shield +1 > | Show Trade Log | |||||
Magic item limit of 6. |
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2020-12-27 09:20 | DDHC-Tomb of Horrors | Staff of Power | Show DM Log | |||||
Speed run - they skipped a lot (including Efreeti's room and throne room), but went back to the temple for more gold to get max for level. |
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2020-12-26 22:02 | Trade Log | -15 | Staff of Power > Aegis of the Raven Queen (+3 Shield) | Show Trade Log | ||||
Player Discord: fabulousturtle404#1638 Mod: CCC-BWM-003 A Tale of Two Towers This shield appears as a shroud of shadow with the symbol of the Raven Queen glowing in dim red light. While holding this shield, nonmagical flames are extinguished within 30 feet of you as the shadow lashes out at the flame. The shield encourages you to hold no pity for those who suffer and die, for death is the natural end of life. While holding this shield, you have a +3 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. |
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2020-12-21 12:48 | CCC-GHC-09, Swamp of Death | 1 | -507.25 | Show | ||||
EARNED 400gp Erzalet was the only one to melee with the dragon. After that another PC gave her the peripaht of proof against poison. Another PC helped melee Vs the Snake people. We won, no one dropped despite both fights being no rest between them and fairly tough. CONSUMABLE When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend. The potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat. Notes: Cures Disease, Removes Poison, Max HP from Hit Dice, Healing, Consumable MAGIC ITEM |
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2020-10-25 20:36 | Trade Log | -15 | +1 Crystal Breatplate (usable by Druids) > Shield +1 | Show Trade Log | ||||
Self trade with Mordred Penhagon, then dropped the Real ring of protection for Renown option of Shield +1. |
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2020-05-02 16:39 | DDHC-TOH Tomb of Horrors | 1 | 1 | -464.4 | Tome of Leadership and Influance, Staff of Power | Show | ||
EARNED 1200gp Completed run (only with this character, but third time personally) Defeated everything including Acererak. MAGIC ITEMS Rod of Security Staff of Power Tome of Leadership and Influance Carpet of Flying 3x5 "Scimitar of speed" (Needs to be replaced as DM didn't know not a valid choice) Rapier Defender CONSUMANBLES |
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2020-02-20 13:56 | DDHC-PotA Princes of the Apocalypse Ch. 6 | 2 | 1 | 90 | +1 Crystal Breatplate (usable by Druids) | Show | ||
Defeated a lot of enemies (including all 8 Hook Claws under the bridge), and killed BBEG in 3 turns thanks to a PC using Animate Objects. STORY AWARD A war pick forged from a single piece of iron, Ironfang has a fang-like head inscribed with ancient runes. The pick is heavy in the hand, but when the wielder swings the pick in anger, the weapon seems almost weightless. This weapon is immune to any form of rust, acid, or corrosion—nothing seems to mark it. Ironfang contains a spark of Ogrémoch, the Prince of Evil Earth. You gain a +2 bonus to attack and damage rolls you make with this magic weapon. When you hit with it, the target takes an extra 1d8 thunder damage. Earth Mastery. You gain the following benefits while you hold Ironfang: You can speak Terran fluently. Shatter. Ironfang has 3 charges. You can use your action to expend 1 charge and cast the 2nd-level version of shatter (DC 17). Ironfang regains 1d3 expended charges daily at dawn. The Rumbling. While inside an earth node, you can perform a ritual called the Rumbling, using Ironfang to create a devastation orb of earth (see the devastation orb of earth description for the time and cost of the ritual). Once you perform the ritual, Ironfang can’t be used to perform the ritual again until the next dawn. MAGIC ITEMS A devastation orb is an elemental bomb that can be created at the site of an elemental node by performing a ritual with an elemental weapon. The type of orb created depends on the node used. For example, an air node creates a devastation orb of air. The ritual takes 1 hour to complete and requires 2,000 gp worth of special components, which are consumed. A devastation orb measures 12 inches in diameter, weighs 10 pounds, and has a solid outer shell. The orb detonates 1d100 hours after its creation, releasing the elemental energy it contains. The orb gives no outward sign of how much time remains before it will detonate. Spells such as identify and divination can be used to ascertain when the orb will explode. An orb has AC 10, 15 hit points, and immunity to poison and psychic damage. Reducing it to 0 hit points causes it to explode instantly. A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must be inscribed with symbols of the orb’s opposing element. For example, a case inscribed with earth symbols can be used to contain a devastation orb of air and keep it from detonating. While in the container, the orb thrums. If it is removed from the container after the time when it was supposed to detonate, it explodes 1d6 rounds later, unless it is returned to the container. Its effect is contained within a sphere with a 1 mile radius. The orb is the sphere’s point of origin. The orb is destroyed after one use. Earth Orb. When this orb detonates, it subjects the area to the effects of the earthquake spell for 1 minute (spell save DC 18, see below). For the purpose of the spell’s effects, the spell is cast on the turn that the orb explodes. For the duration, an intense tremor rips through the ground in a 100-foot- radius circle centered on that point and shakes creatures and structures in contact with the ground in that area. The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature's concentration is broken. When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone. This spell can have additional effects depending on the terrain in the area, as determined by the DM. Fissures. Fissures open throughout the spell's area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 x 10 feet deep, 10 feet wide, and extends from one edge of the spell's area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens. A fissure that opens beneath a structure causes it to automatically collapse (see below). Structures. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure's height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried. +1 Crystal Breatplate (usable by Druids) Pearl of Power While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot of of 4th level or higher, the new slot is 3rd level. Once you have used the pearl, it can't be used again until the next dawn. |
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2020-02-08 08:54 | Trade Log | 100 | -15 | Dwarven Thrower > Dwarven Plate | Show Trade Log | |||
Trade with Sold Splint Armor for 100gp |
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2020-02-06 14:08 | DDHC-PotA Princes of the Apocalypse Ch. 5 | 1 | 1 | 90 | Dwarven Thrower | Show | ||
Defeated water weird, several fire breathing Minotaurs, then Gar Shatterkeel (the BBEG) and his Crocodile and cultists. STORY ITEM A steel trident decorated with bronze barnacles along the upper part of its haft, Drown has a sea-green jewel just below the tines and a silver shell at the end of its haft. It floats on the surface if dropped onto water, and it floats in place if it is released underwater. The trident is always cool to the touch, and it is immune to any damage due to exposure to water. Drown contains a spark of Olhydra, the Princess of Evil Water. You gain a +1 bonus to attack and damage rolls you make with this magic weapon. When you hit with it, the targets takes an extra 1d8 cold damage. Water Mastery. You gain the following benefits while you hold Drown: You can speak Aquan fluently. Tears of Endless Anguish. While inside a water node, you can perform a ritual called the Tears of Endless Anguish, using Drown to create a devastation orb of water (see the devastation orb of water description for the time and cost of the ritual). Once you perform the ritual, Drown can’t be used to perform the ritual again until the next dawn. MAGIC ITEMS You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand. Balloon Pack This backpack contains the spirit of an air elemental and a compact leather balloon. While you’re wearing the backpack, you can deploy the balloon as an action and gain the effect of the levitate spell for 10 minutes, targeting yourself and requiring no concentration. Alternatively, you can use a reaction to deploy the balloon when you’re falling and gain the effect of the feather fall spell for yourself. When either spell ends, the balloon slowly deflates as the elemental spirit escapes and returns to the Elemental Plane of Air. As the balloon deflates, you descend gently toward the ground for up to 60 feet. If you are still in the air at the end of this distance, you fall if you have no other means of staying aloft. After the spirit departs, the backpack’s property is unusable unless the backpack is recharged for 1 hour in an elemental air node, which binds another spirit to the backpack. |
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2019-12-27 12:13 | DDHC-TYP-White Plume Mountain | 2 | 1 | 204.05 | Blackrazor, Wave or Whelm (one at tier 4), Necklace of 6 prayer beads | Show | ||
EARNED 240gp Summoned Find Familiar with Ring of Spell Stoing to get Golden Pseudodragon Defeated the Zoo creatures. Discovered the Halfling prisoner is actually an Oni; found Blackrazor in their room. Defeated the large crab. Guessed the Non-prime solution for the flesh golems, defeated the Vampire in his room by druid daylighting the darkness away. Defeated the Effreti, 2 of whom were sucked into Blackrazor. Obtained all 3 weapons (all returned) - ALCC9:38. Max Gold. . Very long and tough session - no spell resources left for the Ring of Spell Storing. Can pick one of the 3 legendary weapons in tier 4. BLESSING OF PROTECTION CONSUMABLES OBTAINED MAGIC ITEMS LEGENDARY ITEM FOUND |
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2019-12-27 09:50 | DDHC-TYP-White Plume Mountain | 1 | 1 | 60 | Show | |||
Hardcover milestone. 2 hours of play. Made it to the "Zoo". Two players dropped, so DM called that session while waiting for more players. |
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2019-12-24 15:16 | DDAL05-13 Jarl Rising | 1 | 1 | 90 | Show | |||
Easily defeated all the enemies thanks to a Monk almost always successfully stunning the enemies. MAGIC ITEMS Gave up pearl of power for this. |
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2019-01-19 12:10 | DDHC-TYP Tales from the Yawning Portal Chapter 2 | 4 | 0 | 5 | Ring of Spell Storing | Show | ||
Defeated Roper, 4 Druger, 1 Spy, 1 Druger, 1 Drow, Succubus escaped. Found two potions & Ring of Spell Storing UNLOCKS Picked as 3rd tier 2 magic item for season 9 (https://dndadventurersleague.org/season-9-character-conversion-dm-rewards/) |
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2019-01-19 09:56 | DDHC-TYP Tales from the Yawning Portal Chapter 2 | 3 | 0 | 2 | Show | |||
Finished off the one remaining orc, Ogre Boss and his 2 dire wolves. Gain: 1 healing potion No unlocks. |
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2019-01-12 15:55 | DDHC-TYP Tales from the Yawning Portal Chapter 2 | 2 | 0 | 5 | Show | |||
Try to rescue, failed and was captured with the rest of the PCs, but managed to get my stuff and escape with them :) |
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2019-01-12 14:31 | DDHC-TYP Tales from the Yawning Portal Chapter 2 | 1 | 0 | 5 | Show | |||
Stormned the Orc Stronghold. One level 1 PC suffered permadeath, one PC captured, forced to retreat and regroup. Earned 2TCP, but got the pearl of power (16 TCP) - replaced due to season 9 magic item cap of 3. |
Date Played ▼ | Adventure Title | Tier | Session | ACP | TCP | Downtime | Renown | |
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2021-01-17 19:08 | Trade Log | Show Trade Log | ||||||
Non-common Magic item limit of 6. |
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2021-01-17 18:53 | CCC-GAD-01-03 Caught in Time | Show | ||||||
Won the Championship battle and our Mindflayer challenge. Final battle was very challenging as you have to do 5 types of damage each 3 times while doing LESS than 75hp of damage. Only possible due to Bard's cutting words on their allies and using a lit torch! MAGIC ITEMS Chronostat of Precision (Clockwork Amulet). |
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2021-01-08 20:08 | DDHC-MORD-02 - The Lich Queens Begotten | Show | ||||||
Very long campaign, mainly due to a lot of roll20 issues for multiple people; 6 hours, though only need 3 to max gold for level. Eventually survived everything, almost completely tapped all resources - the assain construct was particularly deadly, though no one died. Party decided to kill the future vessel of the Lich Queen. MAGIC ITEM This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. |
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2020-12-28 18:19 | CCC-ROZK01-02 Zhentarim’s Lament | -50 | Show | |||||
Long run, but completed all three parts. Seems impossible to prevent the hirer from getting the phylacteries :( CONSUMABLES MAGIC ITEMS STORY AWARD (Taken) |
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2020-12-27 09:25 | Trade Log | Show Trade Log | ||||||
Magic item limit of 6. |
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2020-12-27 09:20 | DDHC-Tomb of Horrors | Show DM Log | ||||||
Speed run - they skipped a lot (including Efreeti's room and throne room), but went back to the temple for more gold to get max for level. |
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2020-12-26 22:02 | Trade Log | -15 | Show Trade Log | |||||
Player Discord: fabulousturtle404#1638 Mod: CCC-BWM-003 A Tale of Two Towers This shield appears as a shroud of shadow with the symbol of the Raven Queen glowing in dim red light. While holding this shield, nonmagical flames are extinguished within 30 feet of you as the shadow lashes out at the flame. The shield encourages you to hold no pity for those who suffer and die, for death is the natural end of life. While holding this shield, you have a +3 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. |
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2020-12-21 12:48 | CCC-GHC-09, Swamp of Death | Show | ||||||
EARNED 400gp Erzalet was the only one to melee with the dragon. After that another PC gave her the peripaht of proof against poison. Another PC helped melee Vs the Snake people. We won, no one dropped despite both fights being no rest between them and fairly tough. CONSUMABLE When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend. The potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat. Notes: Cures Disease, Removes Poison, Max HP from Hit Dice, Healing, Consumable MAGIC ITEM |
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2020-10-25 20:36 | Trade Log | -15 | Show Trade Log | |||||
Self trade with Mordred Penhagon, then dropped the Real ring of protection for Renown option of Shield +1. |
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2020-05-02 16:39 | DDHC-TOH Tomb of Horrors | 1 | Show | |||||
EARNED 1200gp Completed run (only with this character, but third time personally) Defeated everything including Acererak. MAGIC ITEMS Rod of Security Staff of Power Tome of Leadership and Influance Carpet of Flying 3x5 "Scimitar of speed" (Needs to be replaced as DM didn't know not a valid choice) Rapier Defender CONSUMANBLES |
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2020-02-20 13:56 | DDHC-PotA Princes of the Apocalypse Ch. 6 | 2 | Show | |||||
Defeated a lot of enemies (including all 8 Hook Claws under the bridge), and killed BBEG in 3 turns thanks to a PC using Animate Objects. STORY AWARD A war pick forged from a single piece of iron, Ironfang has a fang-like head inscribed with ancient runes. The pick is heavy in the hand, but when the wielder swings the pick in anger, the weapon seems almost weightless. This weapon is immune to any form of rust, acid, or corrosion—nothing seems to mark it. Ironfang contains a spark of Ogrémoch, the Prince of Evil Earth. You gain a +2 bonus to attack and damage rolls you make with this magic weapon. When you hit with it, the target takes an extra 1d8 thunder damage. Earth Mastery. You gain the following benefits while you hold Ironfang: You can speak Terran fluently. Shatter. Ironfang has 3 charges. You can use your action to expend 1 charge and cast the 2nd-level version of shatter (DC 17). Ironfang regains 1d3 expended charges daily at dawn. The Rumbling. While inside an earth node, you can perform a ritual called the Rumbling, using Ironfang to create a devastation orb of earth (see the devastation orb of earth description for the time and cost of the ritual). Once you perform the ritual, Ironfang can’t be used to perform the ritual again until the next dawn. MAGIC ITEMS A devastation orb is an elemental bomb that can be created at the site of an elemental node by performing a ritual with an elemental weapon. The type of orb created depends on the node used. For example, an air node creates a devastation orb of air. The ritual takes 1 hour to complete and requires 2,000 gp worth of special components, which are consumed. A devastation orb measures 12 inches in diameter, weighs 10 pounds, and has a solid outer shell. The orb detonates 1d100 hours after its creation, releasing the elemental energy it contains. The orb gives no outward sign of how much time remains before it will detonate. Spells such as identify and divination can be used to ascertain when the orb will explode. An orb has AC 10, 15 hit points, and immunity to poison and psychic damage. Reducing it to 0 hit points causes it to explode instantly. A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must be inscribed with symbols of the orb’s opposing element. For example, a case inscribed with earth symbols can be used to contain a devastation orb of air and keep it from detonating. While in the container, the orb thrums. If it is removed from the container after the time when it was supposed to detonate, it explodes 1d6 rounds later, unless it is returned to the container. Its effect is contained within a sphere with a 1 mile radius. The orb is the sphere’s point of origin. The orb is destroyed after one use. Earth Orb. When this orb detonates, it subjects the area to the effects of the earthquake spell for 1 minute (spell save DC 18, see below). For the purpose of the spell’s effects, the spell is cast on the turn that the orb explodes. For the duration, an intense tremor rips through the ground in a 100-foot- radius circle centered on that point and shakes creatures and structures in contact with the ground in that area. The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature's concentration is broken. When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone. This spell can have additional effects depending on the terrain in the area, as determined by the DM. Fissures. Fissures open throughout the spell's area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 x 10 feet deep, 10 feet wide, and extends from one edge of the spell's area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens. A fissure that opens beneath a structure causes it to automatically collapse (see below). Structures. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure's height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried. +1 Crystal Breatplate (usable by Druids) Pearl of Power While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot of of 4th level or higher, the new slot is 3rd level. Once you have used the pearl, it can't be used again until the next dawn. |
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2020-02-08 08:54 | Trade Log | -15 | Show Trade Log | |||||
Trade with Sold Splint Armor for 100gp |
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2020-02-06 14:08 | DDHC-PotA Princes of the Apocalypse Ch. 5 | 1 | Show | |||||
Defeated water weird, several fire breathing Minotaurs, then Gar Shatterkeel (the BBEG) and his Crocodile and cultists. STORY ITEM A steel trident decorated with bronze barnacles along the upper part of its haft, Drown has a sea-green jewel just below the tines and a silver shell at the end of its haft. It floats on the surface if dropped onto water, and it floats in place if it is released underwater. The trident is always cool to the touch, and it is immune to any damage due to exposure to water. Drown contains a spark of Olhydra, the Princess of Evil Water. You gain a +1 bonus to attack and damage rolls you make with this magic weapon. When you hit with it, the targets takes an extra 1d8 cold damage. Water Mastery. You gain the following benefits while you hold Drown: You can speak Aquan fluently. Tears of Endless Anguish. While inside a water node, you can perform a ritual called the Tears of Endless Anguish, using Drown to create a devastation orb of water (see the devastation orb of water description for the time and cost of the ritual). Once you perform the ritual, Drown can’t be used to perform the ritual again until the next dawn. MAGIC ITEMS You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand. Balloon Pack This backpack contains the spirit of an air elemental and a compact leather balloon. While you’re wearing the backpack, you can deploy the balloon as an action and gain the effect of the levitate spell for 10 minutes, targeting yourself and requiring no concentration. Alternatively, you can use a reaction to deploy the balloon when you’re falling and gain the effect of the feather fall spell for yourself. When either spell ends, the balloon slowly deflates as the elemental spirit escapes and returns to the Elemental Plane of Air. As the balloon deflates, you descend gently toward the ground for up to 60 feet. If you are still in the air at the end of this distance, you fall if you have no other means of staying aloft. After the spirit departs, the backpack’s property is unusable unless the backpack is recharged for 1 hour in an elemental air node, which binds another spirit to the backpack. |
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2019-12-27 12:13 | DDHC-TYP-White Plume Mountain | 2 | Show | |||||
EARNED 240gp Summoned Find Familiar with Ring of Spell Stoing to get Golden Pseudodragon Defeated the Zoo creatures. Discovered the Halfling prisoner is actually an Oni; found Blackrazor in their room. Defeated the large crab. Guessed the Non-prime solution for the flesh golems, defeated the Vampire in his room by druid daylighting the darkness away. Defeated the Effreti, 2 of whom were sucked into Blackrazor. Obtained all 3 weapons (all returned) - ALCC9:38. Max Gold. . Very long and tough session - no spell resources left for the Ring of Spell Storing. Can pick one of the 3 legendary weapons in tier 4. BLESSING OF PROTECTION CONSUMABLES OBTAINED MAGIC ITEMS LEGENDARY ITEM FOUND |
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2019-12-27 09:50 | DDHC-TYP-White Plume Mountain | 1 | Show | |||||
Hardcover milestone. 2 hours of play. Made it to the "Zoo". Two players dropped, so DM called that session while waiting for more players. |
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2019-12-24 15:16 | DDAL05-13 Jarl Rising | 1 | Show | |||||
Easily defeated all the enemies thanks to a Monk almost always successfully stunning the enemies. MAGIC ITEMS Gave up pearl of power for this. |
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2019-01-19 12:10 | DDHC-TYP Tales from the Yawning Portal Chapter 2 | 2 | 4 | 3 | 3 | 5 | 0.5 | Show |
Defeated Roper, 4 Druger, 1 Spy, 1 Druger, 1 Drow, Succubus escaped. Found two potions & Ring of Spell Storing UNLOCKS Picked as 3rd tier 2 magic item for season 9 (https://dndadventurersleague.org/season-9-character-conversion-dm-rewards/) |
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2019-01-19 09:56 | DDHC-TYP Tales from the Yawning Portal Chapter 2 | 2 | 3 | 2 | 2 | 2 | 0.5 | Show |
Finished off the one remaining orc, Ogre Boss and his 2 dire wolves. Gain: 1 healing potion No unlocks. |
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2019-01-12 15:55 | DDHC-TYP Tales from the Yawning Portal Chapter 2 | 2 | 2 | 2 | 2 | 5 | 0.5 | Show |
Try to rescue, failed and was captured with the rest of the PCs, but managed to get my stuff and escape with them :) |
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2019-01-12 14:31 | DDHC-TYP Tales from the Yawning Portal Chapter 2 | 1 | 1 | 2 | -14 | 5 | 0.5 | Show |
Stormned the Orc Stronghold. One level 1 PC suffered permadeath, one PC captured, forced to retreat and regroup. Earned 2TCP, but got the pearl of power (16 TCP) - replaced due to season 9 magic item cap of 3. |
Date Played ▼ | Adventure Title | Session | XP | GP | Downtime | Renown | Magic Items | |
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2021-01-17 19:08 | Trade Log | Ring of Spell Storing > | Show Trade Log | |||||
Non-common Magic item limit of 6. |
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2021-01-17 18:53 | CCC-GAD-01-03 Caught in Time | 800 | Prospector’s Chronoglass (Periapt of Proof Against Poison), Chronostat of Precision (Clockwork Amulet)(CMI) | Show | ||||
Won the Championship battle and our Mindflayer challenge. Final battle was very challenging as you have to do 5 types of damage each 3 times while doing LESS than 75hp of damage. Only possible due to Bard's cutting words on their allies and using a lit torch! MAGIC ITEMS Chronostat of Precision (Clockwork Amulet). |
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2021-01-08 20:08 | DDHC-MORD-02 - The Lich Queens Begotten | 600 | Show | |||||
Very long campaign, mainly due to a lot of roll20 issues for multiple people; 6 hours, though only need 3 to max gold for level. Eventually survived everything, almost completely tapped all resources - the assain construct was particularly deadly, though no one died. Party decided to kill the future vessel of the Lich Queen. MAGIC ITEM This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. |
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2020-12-28 18:19 | CCC-ROZK01-02 Zhentarim’s Lament | 1000 | -50 | Show | ||||
Long run, but completed all three parts. Seems impossible to prevent the hirer from getting the phylacteries :( CONSUMABLES MAGIC ITEMS STORY AWARD (Taken) |
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2020-12-27 09:25 | Trade Log | Shield +1 > | Show Trade Log | |||||
Magic item limit of 6. |
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2020-12-27 09:20 | DDHC-Tomb of Horrors | Staff of Power | Show DM Log | |||||
Speed run - they skipped a lot (including Efreeti's room and throne room), but went back to the temple for more gold to get max for level. |
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2020-12-26 22:02 | Trade Log | -15 | Staff of Power > Aegis of the Raven Queen (+3 Shield) | Show Trade Log | ||||
Player Discord: fabulousturtle404#1638 Mod: CCC-BWM-003 A Tale of Two Towers This shield appears as a shroud of shadow with the symbol of the Raven Queen glowing in dim red light. While holding this shield, nonmagical flames are extinguished within 30 feet of you as the shadow lashes out at the flame. The shield encourages you to hold no pity for those who suffer and die, for death is the natural end of life. While holding this shield, you have a +3 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. |
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2020-12-21 12:48 | CCC-GHC-09, Swamp of Death | -507.25 | Show | |||||
EARNED 400gp Erzalet was the only one to melee with the dragon. After that another PC gave her the peripaht of proof against poison. Another PC helped melee Vs the Snake people. We won, no one dropped despite both fights being no rest between them and fairly tough. CONSUMABLE When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend. The potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat. Notes: Cures Disease, Removes Poison, Max HP from Hit Dice, Healing, Consumable MAGIC ITEM |
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2020-10-25 20:36 | Trade Log | -15 | +1 Crystal Breatplate (usable by Druids) > Shield +1 | Show Trade Log | ||||
Self trade with Mordred Penhagon, then dropped the Real ring of protection for Renown option of Shield +1. |
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2020-05-02 16:39 | DDHC-TOH Tomb of Horrors | 1 | -464.4 | Tome of Leadership and Influance, Staff of Power | Show | |||
EARNED 1200gp Completed run (only with this character, but third time personally) Defeated everything including Acererak. MAGIC ITEMS Rod of Security Staff of Power Tome of Leadership and Influance Carpet of Flying 3x5 "Scimitar of speed" (Needs to be replaced as DM didn't know not a valid choice) Rapier Defender CONSUMANBLES |
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2020-02-20 13:56 | DDHC-PotA Princes of the Apocalypse Ch. 6 | 2 | 90 | +1 Crystal Breatplate (usable by Druids) | Show | |||
Defeated a lot of enemies (including all 8 Hook Claws under the bridge), and killed BBEG in 3 turns thanks to a PC using Animate Objects. STORY AWARD A war pick forged from a single piece of iron, Ironfang has a fang-like head inscribed with ancient runes. The pick is heavy in the hand, but when the wielder swings the pick in anger, the weapon seems almost weightless. This weapon is immune to any form of rust, acid, or corrosion—nothing seems to mark it. Ironfang contains a spark of Ogrémoch, the Prince of Evil Earth. You gain a +2 bonus to attack and damage rolls you make with this magic weapon. When you hit with it, the target takes an extra 1d8 thunder damage. Earth Mastery. You gain the following benefits while you hold Ironfang: You can speak Terran fluently. Shatter. Ironfang has 3 charges. You can use your action to expend 1 charge and cast the 2nd-level version of shatter (DC 17). Ironfang regains 1d3 expended charges daily at dawn. The Rumbling. While inside an earth node, you can perform a ritual called the Rumbling, using Ironfang to create a devastation orb of earth (see the devastation orb of earth description for the time and cost of the ritual). Once you perform the ritual, Ironfang can’t be used to perform the ritual again until the next dawn. MAGIC ITEMS A devastation orb is an elemental bomb that can be created at the site of an elemental node by performing a ritual with an elemental weapon. The type of orb created depends on the node used. For example, an air node creates a devastation orb of air. The ritual takes 1 hour to complete and requires 2,000 gp worth of special components, which are consumed. A devastation orb measures 12 inches in diameter, weighs 10 pounds, and has a solid outer shell. The orb detonates 1d100 hours after its creation, releasing the elemental energy it contains. The orb gives no outward sign of how much time remains before it will detonate. Spells such as identify and divination can be used to ascertain when the orb will explode. An orb has AC 10, 15 hit points, and immunity to poison and psychic damage. Reducing it to 0 hit points causes it to explode instantly. A special container can be crafted to contain a devastation orb and prevent it from detonating. The container must be inscribed with symbols of the orb’s opposing element. For example, a case inscribed with earth symbols can be used to contain a devastation orb of air and keep it from detonating. While in the container, the orb thrums. If it is removed from the container after the time when it was supposed to detonate, it explodes 1d6 rounds later, unless it is returned to the container. Its effect is contained within a sphere with a 1 mile radius. The orb is the sphere’s point of origin. The orb is destroyed after one use. Earth Orb. When this orb detonates, it subjects the area to the effects of the earthquake spell for 1 minute (spell save DC 18, see below). For the purpose of the spell’s effects, the spell is cast on the turn that the orb explodes. For the duration, an intense tremor rips through the ground in a 100-foot- radius circle centered on that point and shakes creatures and structures in contact with the ground in that area. The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature's concentration is broken. When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone. This spell can have additional effects depending on the terrain in the area, as determined by the DM. Fissures. Fissures open throughout the spell's area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 x 10 feet deep, 10 feet wide, and extends from one edge of the spell's area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens. A fissure that opens beneath a structure causes it to automatically collapse (see below). Structures. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure's height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried. +1 Crystal Breatplate (usable by Druids) Pearl of Power While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot of of 4th level or higher, the new slot is 3rd level. Once you have used the pearl, it can't be used again until the next dawn. |
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2020-02-08 08:54 | Trade Log | 100 | -15 | Dwarven Thrower > Dwarven Plate | Show Trade Log | |||
Trade with Sold Splint Armor for 100gp |
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2020-02-06 14:08 | DDHC-PotA Princes of the Apocalypse Ch. 5 | 1 | 90 | Dwarven Thrower | Show | |||
Defeated water weird, several fire breathing Minotaurs, then Gar Shatterkeel (the BBEG) and his Crocodile and cultists. STORY ITEM A steel trident decorated with bronze barnacles along the upper part of its haft, Drown has a sea-green jewel just below the tines and a silver shell at the end of its haft. It floats on the surface if dropped onto water, and it floats in place if it is released underwater. The trident is always cool to the touch, and it is immune to any damage due to exposure to water. Drown contains a spark of Olhydra, the Princess of Evil Water. You gain a +1 bonus to attack and damage rolls you make with this magic weapon. When you hit with it, the targets takes an extra 1d8 cold damage. Water Mastery. You gain the following benefits while you hold Drown: You can speak Aquan fluently. Tears of Endless Anguish. While inside a water node, you can perform a ritual called the Tears of Endless Anguish, using Drown to create a devastation orb of water (see the devastation orb of water description for the time and cost of the ritual). Once you perform the ritual, Drown can’t be used to perform the ritual again until the next dawn. MAGIC ITEMS You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand. Balloon Pack This backpack contains the spirit of an air elemental and a compact leather balloon. While you’re wearing the backpack, you can deploy the balloon as an action and gain the effect of the levitate spell for 10 minutes, targeting yourself and requiring no concentration. Alternatively, you can use a reaction to deploy the balloon when you’re falling and gain the effect of the feather fall spell for yourself. When either spell ends, the balloon slowly deflates as the elemental spirit escapes and returns to the Elemental Plane of Air. As the balloon deflates, you descend gently toward the ground for up to 60 feet. If you are still in the air at the end of this distance, you fall if you have no other means of staying aloft. After the spirit departs, the backpack’s property is unusable unless the backpack is recharged for 1 hour in an elemental air node, which binds another spirit to the backpack. |
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2019-12-27 12:13 | DDHC-TYP-White Plume Mountain | 2 | 204.05 | Blackrazor, Wave or Whelm (one at tier 4), Necklace of 6 prayer beads | Show | |||
EARNED 240gp Summoned Find Familiar with Ring of Spell Stoing to get Golden Pseudodragon Defeated the Zoo creatures. Discovered the Halfling prisoner is actually an Oni; found Blackrazor in their room. Defeated the large crab. Guessed the Non-prime solution for the flesh golems, defeated the Vampire in his room by druid daylighting the darkness away. Defeated the Effreti, 2 of whom were sucked into Blackrazor. Obtained all 3 weapons (all returned) - ALCC9:38. Max Gold. . Very long and tough session - no spell resources left for the Ring of Spell Storing. Can pick one of the 3 legendary weapons in tier 4. BLESSING OF PROTECTION CONSUMABLES OBTAINED MAGIC ITEMS LEGENDARY ITEM FOUND |
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2019-12-27 09:50 | DDHC-TYP-White Plume Mountain | 1 | 60 | Show | ||||
Hardcover milestone. 2 hours of play. Made it to the "Zoo". Two players dropped, so DM called that session while waiting for more players. |
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2019-12-24 15:16 | DDAL05-13 Jarl Rising | 1 | 90 | Show | ||||
Easily defeated all the enemies thanks to a Monk almost always successfully stunning the enemies. MAGIC ITEMS Gave up pearl of power for this. |
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2019-01-19 12:10 | DDHC-TYP Tales from the Yawning Portal Chapter 2 | 4 | 0 | 5 | 0.5 | Ring of Spell Storing | Show | |
Defeated Roper, 4 Druger, 1 Spy, 1 Druger, 1 Drow, Succubus escaped. Found two potions & Ring of Spell Storing UNLOCKS Picked as 3rd tier 2 magic item for season 9 (https://dndadventurersleague.org/season-9-character-conversion-dm-rewards/) |
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2019-01-19 09:56 | DDHC-TYP Tales from the Yawning Portal Chapter 2 | 3 | 0 | 2 | 0.5 | Show | ||
Finished off the one remaining orc, Ogre Boss and his 2 dire wolves. Gain: 1 healing potion No unlocks. |
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2019-01-12 15:55 | DDHC-TYP Tales from the Yawning Portal Chapter 2 | 2 | 0 | 5 | 0.5 | Show | ||
Try to rescue, failed and was captured with the rest of the PCs, but managed to get my stuff and escape with them :) |
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2019-01-12 14:31 | DDHC-TYP Tales from the Yawning Portal Chapter 2 | 1 | 0 | 5 | 0.5 | Show | ||
Stormned the Orc Stronghold. One level 1 PC suffered permadeath, one PC captured, forced to retreat and regroup. Earned 2TCP, but got the pearl of power (16 TCP) - replaced due to season 9 magic item cap of 3. |