Lady Erzalet of Noromath

Season:
Season 8
Race:
Half-Elf
Class:
Conquest Paladin 10 / Hexblade 3 / Wild Sorcerer 1
Background:
Customized Acolyte
Lifestyle:
Wealthy
Current Level:
14
ACP to Level:
1.0
Total GP:
2603.4
Total Downtime:
137
Tag:
Faction:
None
Renown Rank:
Notorious (rank 2)
Total Renown:
5.5
Treasure CPs:
0/7/0/0
Blackrazor, Wave or Whelm (one at tier 4),
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
2018-12-25 19:01 DDAL 00-05 Winter's Splendor 1 16 10 Enduring Spellbook (CMI), Bell of Silent Carols (CMI) Show

STARTING GOLD 15gp
SOLD 50gp Two Greatswords
BOUGHT 20gp Smith's tools, 15gp Warhammer, 10gp Shield, 2gp Grappling hook, 2gp tent

Completed the boy's summoning circle in order to close it with holy water; fought 5 Imps, the last offered to tell us the missing components of the circle in the city of the dead so we could finish it to close it.

Unlocks:
1) Enduring Spellbook,
2) Boots of Winterland
3) Bell of Silent Carols, and
4) Golden Familiar Lyrics (get pseudo dragon familiar, once)

Like a candle, I burn
In the glow of your radiance
Like a plucked string, I learn
The bright hum of your resonance

Like a pilgrim, I bow
Humbled by your divinity
Will you come to me now?
I send you my prayer, my plea

Lifted voice, lowered eyes
Prostrated here on hands and knees...
Underneath freedom lies
Your Golden Wings will bring a breeze

2018-12-27 13:36 CCCTHENT01-01 Beneath the Surface 1 150 5 Show

Met Lord Reginal Swifthand of Thentia and took on his quest.
Fought grund at sinkhole entrance
Headed to light source in underground
Fought Spider creatures
Took the gems from the alter
Found the incomplete portal to Chult
Head back up and freed the captives
Fought the Grund , including a wildling and Elite Warrior

Unlocks:
MUST HAVE
Pearl of Power (Uncommon, Table F, TCP 16)
Requires Attunement by a Spellcaster

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 is 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.

2018-12-28 10:11 CCC-ANIME-1-1 Legend of the Sword Bandit, Surprise! 1 0 5 Show

Met the Green Hag Jenny Greenteeth and her 2 Night Hag Coven members. Did NOT eat a dumpling, but did succeed on first telling to give her a copy of the memory of forging one of her swords - not her first, best nor the one that she formed a pact with.

Found that the 7 year old halfling child, , Oriana Phoenixfeather, took Daern's blade 200 years ago.

Fought the Night Hag Baba, but did not kill her.

No unlocks

2019-01-09 11:25 DDHC-TOA-8 Return of the Lizard King 1 0 5 Show

Fought 2 beasts, then 3 shadow guys then 2 frogs, then 3 fishmen+their boss. Faced the Vine goddess and refused to give her my soul, so ended up being forced to swim through the water with the others to a warm swamp pool.

Unlocks: only evergreens

2019-01-10 13:25 DDHC-TOA-8 Return of the Lizard King 2 0 5 Show

Fought Yuanti and freed prisoner
Fought 3 annoying liazrdmen (with multiattack and bonus action distraction) and their boss.
Fought Invulnerable lizardman, but at least the giant liazrd mount was brefriended and unlocked.

Unlocks: Giant lizard mount?
She can be trained using downtime days. For seven downtime days, she can be trained to carry equipment and follow the new owner closely. For seven more, she can be trained to accept a rider, but not to attack. For seven more, she can be trained to attack on command, but not while being ridden.

2019-01-10 13:45 DDHC-TOA-8 Return of the Lizard King 3 0 5 Show

Arrived at village of Eelstead.
Wizard party member successfully made the cure for black blood curse.
Drank an invisibility potion to sneak into the temple with the rest of the party.
Defeated the lizard king having avoided any other fight in the temple. Unfortunately the Demon Lord made it to the material plane as we didn't defeat the shaman.

Obtained:
1x Potion of Greater Healing
2x Potion of Healing
1x Potion of Poison

Unlocks:
Whisper, +2 Greataxe, 24TCP T2
Can only speak in whispers while attuneed

MUST HAVE: Picked as 2nd magic item for season 9 (https://dndadventurersleague.org/season-9-character-conversion-dm-rewards/)
Necklace of Prayer Beads (Table G, 20 TCP) with 3 beads: 1) Blessing — Bless, 2) Favor — Greater Restoration, 3) Curing — Cure Wounds (2nd level) or Lesser Restoration.

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.

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 :)
No unlocks - barely escaped.

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.
Headed down and defeated the stirges then two Gricks. Then long rested (to wait for another player as our rogue failed to open the lock).

Gain: 1 healing potion

No unlocks.

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/)
Ring of Spell Storing

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.
Shroud of the Mourning warrior
Rare Armor
wooden scale mail +1 resizes to fit the wearer

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.

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
SOLD 0.05gp ten torches
BOUGHT 25gp Disguise kit, 10gp Find Familiar components, 1gp Scroll case

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
Mind reading potion and dispel magic scroll
(from 1st weapon returned; 5 rare consumables): 5 potions of Speed

MAGIC ITEMS
Armor of Vulnerability
Ring of Spell Storing
Ring of Protection
+1 Chainmail
Goggles of Night
Stone of Good Luck
Necklace of 6 prayer beads - one of each (from 2nd weapon returned)

LEGENDARY ITEM FOUND
Blackrazor, Wave, Whelm

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
Drown
Weapon (trident), legendary (requires attunement)

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.
You have resistance to cold damage.
You can cast dominate monster (save DC 17) on a water elemental. Once you have done so, Drown can’t be used this way again until the next dawn.

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
Dwarven Thrower
Weapon (warhammer), very rare (requires attunement by a dwarf)

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
Wondrous item, uncommon

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.

2020-02-08 08:54 Trade Log 100 -15 Dwarven Thrower > Dwarven Plate Show Trade Log

Trade with
Character: Rozalind Talio
Player: K.Holt/@Lore Keeper Haos#5904
DCI(if needed): 5313149183
Item: Dwarven Plate
Source: Trade with @Daddywarbux#7102 on 1/22/2020

Sold Splint Armor for 100gp

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
Ironfang
Weapon (war pick), legendary (requires attunement)

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.
You have resistance to acid damage.
You have tremorsense out to a range of 60 feet.
You can sense the presence of precious metals and stones within 60 feet of you, but not their exact location.
You can cast dominate monster (save DC 17) on an earth elemental. Once you have done so, Ironfang can’t be used this way again until the next dawn.

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
Devastation Orb of Earth
Wondrous item, very rare

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
Wondrous item, uncommon (requires attunement by a spellcaster)

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.

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
BOUGHT 1600gp (=4x400gp) Breatplate Barding, 60gp exotic saddle, 4gp saddlebags, 0.4gp two extra waterskins.

Completed run (only with this character, but third time personally) Defeated everything including Acererak.

MAGIC ITEMS
Ring, rare (requires attunement)
You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type, which the DM chooses or determines randomly. Radiant

Rod of Security
Rod, very rare
While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space.
For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down).
When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed.

Staff of Power
Staff, very rare (requires attunement by a Sorcerer, Warlock, or Wizard)
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 rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.

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
Scrolls: Wall of Force, Planar Binding, Dawn
Potion: Superior healing

2020-12-21 12:48 CCC-GHC-09, Swamp of Death 1 -507.25 Show

EARNED 400gp
SOLD 7.5gp Warhammer, 0.25gp Tinderbox
BOUGHT 900gp Diamonds, 15gp 'Ceremonial Bastard Sword' (Longsword)

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
Potion Of Vitality
very rare

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
Giant's Bane (Longbow +2)
You gain a +2 bonus to attack and damage rolls made with this magic weapon. The bow also has the Sentinel minor property and glows faintly when giants are within 120 feet of it. For this weapon, "giant" refers to any creature with the giant type, including ogres and trolls.

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.

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
Player name: @fabulousturtle404#1638 / Kate Lacambra
DCI: 1302827438 (still new to this wizard account so eh)
Charactet mame: Asterios "Terry" Amell (light cleric)
https://www.adventurersleaguelog.com/users/26906/characters/67538
Item given: Staff of Power (VR)
Item recieved: Aegis of the Raven Queen (+3 Shield) (BR)
Description:

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.

Date Played Adventure Title Tier ▲ Session ACP TCP Downtime Renown
2018-12-25 19:01 DDAL 00-05 Winter's Splendor 1 1 4 4 10 1 Show

STARTING GOLD 15gp
SOLD 50gp Two Greatswords
BOUGHT 20gp Smith's tools, 15gp Warhammer, 10gp Shield, 2gp Grappling hook, 2gp tent

Completed the boy's summoning circle in order to close it with holy water; fought 5 Imps, the last offered to tell us the missing components of the circle in the city of the dead so we could finish it to close it.

Unlocks:
1) Enduring Spellbook,
2) Boots of Winterland
3) Bell of Silent Carols, and
4) Golden Familiar Lyrics (get pseudo dragon familiar, once)

Like a candle, I burn
In the glow of your radiance
Like a plucked string, I learn
The bright hum of your resonance

Like a pilgrim, I bow
Humbled by your divinity
Will you come to me now?
I send you my prayer, my plea

Lifted voice, lowered eyes
Prostrated here on hands and knees...
Underneath freedom lies
Your Golden Wings will bring a breeze

2018-12-27 13:36 CCCTHENT01-01 Beneath the Surface 1 1 2 2 5 0.5 Show

Met Lord Reginal Swifthand of Thentia and took on his quest.
Fought grund at sinkhole entrance
Headed to light source in underground
Fought Spider creatures
Took the gems from the alter
Found the incomplete portal to Chult
Head back up and freed the captives
Fought the Grund , including a wildling and Elite Warrior

Unlocks:
MUST HAVE
Pearl of Power (Uncommon, Table F, TCP 16)
Requires Attunement by a Spellcaster

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 is 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.

2018-12-28 10:11 CCC-ANIME-1-1 Legend of the Sword Bandit, Surprise! 1 1 2 2 5 0.5 Show

Met the Green Hag Jenny Greenteeth and her 2 Night Hag Coven members. Did NOT eat a dumpling, but did succeed on first telling to give her a copy of the memory of forging one of her swords - not her first, best nor the one that she formed a pact with.

Found that the 7 year old halfling child, , Oriana Phoenixfeather, took Daern's blade 200 years ago.

Fought the Night Hag Baba, but did not kill her.

No unlocks

2019-01-09 11:25 DDHC-TOA-8 Return of the Lizard King 1 1 2 2 5 0.5 Show

Fought 2 beasts, then 3 shadow guys then 2 frogs, then 3 fishmen+their boss. Faced the Vine goddess and refused to give her my soul, so ended up being forced to swim through the water with the others to a warm swamp pool.

Unlocks: only evergreens

2019-01-10 13:25 DDHC-TOA-8 Return of the Lizard King 1 2 2 2 5 0.5 Show

Fought Yuanti and freed prisoner
Fought 3 annoying liazrdmen (with multiattack and bonus action distraction) and their boss.
Fought Invulnerable lizardman, but at least the giant liazrd mount was brefriended and unlocked.

Unlocks: Giant lizard mount?
She can be trained using downtime days. For seven downtime days, she can be trained to carry equipment and follow the new owner closely. For seven more, she can be trained to accept a rider, but not to attack. For seven more, she can be trained to attack on command, but not while being ridden.

2019-01-10 13:45 DDHC-TOA-8 Return of the Lizard King 1 3 2 2 5 0.5 Show

Arrived at village of Eelstead.
Wizard party member successfully made the cure for black blood curse.
Drank an invisibility potion to sneak into the temple with the rest of the party.
Defeated the lizard king having avoided any other fight in the temple. Unfortunately the Demon Lord made it to the material plane as we didn't defeat the shaman.

Obtained:
1x Potion of Greater Healing
2x Potion of Healing
1x Potion of Poison

Unlocks:
Whisper, +2 Greataxe, 24TCP T2
Can only speak in whispers while attuneed

MUST HAVE: Picked as 2nd magic item for season 9 (https://dndadventurersleague.org/season-9-character-conversion-dm-rewards/)
Necklace of Prayer Beads (Table G, 20 TCP) with 3 beads: 1) Blessing — Bless, 2) Favor — Greater Restoration, 3) Curing — Cure Wounds (2nd level) or Lesser Restoration.

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.

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 :)
No unlocks - barely escaped.

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.
Headed down and defeated the stirges then two Gricks. Then long rested (to wait for another player as our rogue failed to open the lock).

Gain: 1 healing potion

No unlocks.

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/)
Ring of Spell Storing

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.
Shroud of the Mourning warrior
Rare Armor
wooden scale mail +1 resizes to fit the wearer

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.

2019-12-27 12:13 DDHC-TYP-White Plume Mountain 2 Show

EARNED 240gp
SOLD 0.05gp ten torches
BOUGHT 25gp Disguise kit, 10gp Find Familiar components, 1gp Scroll case

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
Mind reading potion and dispel magic scroll
(from 1st weapon returned; 5 rare consumables): 5 potions of Speed

MAGIC ITEMS
Armor of Vulnerability
Ring of Spell Storing
Ring of Protection
+1 Chainmail
Goggles of Night
Stone of Good Luck
Necklace of 6 prayer beads - one of each (from 2nd weapon returned)

LEGENDARY ITEM FOUND
Blackrazor, Wave, Whelm

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
Drown
Weapon (trident), legendary (requires attunement)

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.
You have resistance to cold damage.
You can cast dominate monster (save DC 17) on a water elemental. Once you have done so, Drown can’t be used this way again until the next dawn.

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
Dwarven Thrower
Weapon (warhammer), very rare (requires attunement by a dwarf)

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
Wondrous item, uncommon

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.

2020-02-08 08:54 Trade Log -15 Show Trade Log

Trade with
Character: Rozalind Talio
Player: K.Holt/@Lore Keeper Haos#5904
DCI(if needed): 5313149183
Item: Dwarven Plate
Source: Trade with @Daddywarbux#7102 on 1/22/2020

Sold Splint Armor for 100gp

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
Ironfang
Weapon (war pick), legendary (requires attunement)

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.
You have resistance to acid damage.
You have tremorsense out to a range of 60 feet.
You can sense the presence of precious metals and stones within 60 feet of you, but not their exact location.
You can cast dominate monster (save DC 17) on an earth elemental. Once you have done so, Ironfang can’t be used this way again until the next dawn.

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
Devastation Orb of Earth
Wondrous item, very rare

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
Wondrous item, uncommon (requires attunement by a spellcaster)

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.

2020-05-02 16:39 DDHC-TOH Tomb of Horrors 1 Show

EARNED 1200gp
BOUGHT 1600gp (=4x400gp) Breatplate Barding, 60gp exotic saddle, 4gp saddlebags, 0.4gp two extra waterskins.

Completed run (only with this character, but third time personally) Defeated everything including Acererak.

MAGIC ITEMS
Ring, rare (requires attunement)
You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type, which the DM chooses or determines randomly. Radiant

Rod of Security
Rod, very rare
While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space.
For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down).
When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed.

Staff of Power
Staff, very rare (requires attunement by a Sorcerer, Warlock, or Wizard)
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 rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.

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
Scrolls: Wall of Force, Planar Binding, Dawn
Potion: Superior healing

2020-12-21 12:48 CCC-GHC-09, Swamp of Death Show

EARNED 400gp
SOLD 7.5gp Warhammer, 0.25gp Tinderbox
BOUGHT 900gp Diamonds, 15gp 'Ceremonial Bastard Sword' (Longsword)

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
Potion Of Vitality
very rare

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
Giant's Bane (Longbow +2)
You gain a +2 bonus to attack and damage rolls made with this magic weapon. The bow also has the Sentinel minor property and glows faintly when giants are within 120 feet of it. For this weapon, "giant" refers to any creature with the giant type, including ogres and trolls.

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.

2020-12-26 22:02 Trade Log -15 Show Trade Log

Player Discord: fabulousturtle404#1638

Mod: CCC-BWM-003 A Tale of Two Towers
Player name: @fabulousturtle404#1638 / Kate Lacambra
DCI: 1302827438 (still new to this wizard account so eh)
Charactet mame: Asterios "Terry" Amell (light cleric)
https://www.adventurersleaguelog.com/users/26906/characters/67538
Item given: Staff of Power (VR)
Item recieved: Aegis of the Raven Queen (+3 Shield) (BR)
Description:

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.

Date Played Adventure Title Session XP GP Downtime Renown Magic Items
2018-12-25 19:01 DDAL 00-05 Winter's Splendor 1 16 10 1 Enduring Spellbook (CMI), Bell of Silent Carols (CMI) Show

STARTING GOLD 15gp
SOLD 50gp Two Greatswords
BOUGHT 20gp Smith's tools, 15gp Warhammer, 10gp Shield, 2gp Grappling hook, 2gp tent

Completed the boy's summoning circle in order to close it with holy water; fought 5 Imps, the last offered to tell us the missing components of the circle in the city of the dead so we could finish it to close it.

Unlocks:
1) Enduring Spellbook,
2) Boots of Winterland
3) Bell of Silent Carols, and
4) Golden Familiar Lyrics (get pseudo dragon familiar, once)

Like a candle, I burn
In the glow of your radiance
Like a plucked string, I learn
The bright hum of your resonance

Like a pilgrim, I bow
Humbled by your divinity
Will you come to me now?
I send you my prayer, my plea

Lifted voice, lowered eyes
Prostrated here on hands and knees...
Underneath freedom lies
Your Golden Wings will bring a breeze

2018-12-27 13:36 CCCTHENT01-01 Beneath the Surface 1 150 5 0.5 Show

Met Lord Reginal Swifthand of Thentia and took on his quest.
Fought grund at sinkhole entrance
Headed to light source in underground
Fought Spider creatures
Took the gems from the alter
Found the incomplete portal to Chult
Head back up and freed the captives
Fought the Grund , including a wildling and Elite Warrior

Unlocks:
MUST HAVE
Pearl of Power (Uncommon, Table F, TCP 16)
Requires Attunement by a Spellcaster

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 is 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.

2018-12-28 10:11 CCC-ANIME-1-1 Legend of the Sword Bandit, Surprise! 1 0 5 0.5 Show

Met the Green Hag Jenny Greenteeth and her 2 Night Hag Coven members. Did NOT eat a dumpling, but did succeed on first telling to give her a copy of the memory of forging one of her swords - not her first, best nor the one that she formed a pact with.

Found that the 7 year old halfling child, , Oriana Phoenixfeather, took Daern's blade 200 years ago.

Fought the Night Hag Baba, but did not kill her.

No unlocks

2019-01-09 11:25 DDHC-TOA-8 Return of the Lizard King 1 0 5 0.5 Show

Fought 2 beasts, then 3 shadow guys then 2 frogs, then 3 fishmen+their boss. Faced the Vine goddess and refused to give her my soul, so ended up being forced to swim through the water with the others to a warm swamp pool.

Unlocks: only evergreens

2019-01-10 13:25 DDHC-TOA-8 Return of the Lizard King 2 0 5 0.5 Show

Fought Yuanti and freed prisoner
Fought 3 annoying liazrdmen (with multiattack and bonus action distraction) and their boss.
Fought Invulnerable lizardman, but at least the giant liazrd mount was brefriended and unlocked.

Unlocks: Giant lizard mount?
She can be trained using downtime days. For seven downtime days, she can be trained to carry equipment and follow the new owner closely. For seven more, she can be trained to accept a rider, but not to attack. For seven more, she can be trained to attack on command, but not while being ridden.

2019-01-10 13:45 DDHC-TOA-8 Return of the Lizard King 3 0 5 0.5 Show

Arrived at village of Eelstead.
Wizard party member successfully made the cure for black blood curse.
Drank an invisibility potion to sneak into the temple with the rest of the party.
Defeated the lizard king having avoided any other fight in the temple. Unfortunately the Demon Lord made it to the material plane as we didn't defeat the shaman.

Obtained:
1x Potion of Greater Healing
2x Potion of Healing
1x Potion of Poison

Unlocks:
Whisper, +2 Greataxe, 24TCP T2
Can only speak in whispers while attuneed

MUST HAVE: Picked as 2nd magic item for season 9 (https://dndadventurersleague.org/season-9-character-conversion-dm-rewards/)
Necklace of Prayer Beads (Table G, 20 TCP) with 3 beads: 1) Blessing — Bless, 2) Favor — Greater Restoration, 3) Curing — Cure Wounds (2nd level) or Lesser Restoration.

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.

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 :)
No unlocks - barely escaped.

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.
Headed down and defeated the stirges then two Gricks. Then long rested (to wait for another player as our rogue failed to open the lock).

Gain: 1 healing potion

No unlocks.

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/)
Ring of Spell Storing

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.
Shroud of the Mourning warrior
Rare Armor
wooden scale mail +1 resizes to fit the wearer

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.

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
SOLD 0.05gp ten torches
BOUGHT 25gp Disguise kit, 10gp Find Familiar components, 1gp Scroll case

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
Mind reading potion and dispel magic scroll
(from 1st weapon returned; 5 rare consumables): 5 potions of Speed

MAGIC ITEMS
Armor of Vulnerability
Ring of Spell Storing
Ring of Protection
+1 Chainmail
Goggles of Night
Stone of Good Luck
Necklace of 6 prayer beads - one of each (from 2nd weapon returned)

LEGENDARY ITEM FOUND
Blackrazor, Wave, Whelm

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
Drown
Weapon (trident), legendary (requires attunement)

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.
You have resistance to cold damage.
You can cast dominate monster (save DC 17) on a water elemental. Once you have done so, Drown can’t be used this way again until the next dawn.

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
Dwarven Thrower
Weapon (warhammer), very rare (requires attunement by a dwarf)

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
Wondrous item, uncommon

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.

2020-02-08 08:54 Trade Log 100 -15 Dwarven Thrower > Dwarven Plate Show Trade Log

Trade with
Character: Rozalind Talio
Player: K.Holt/@Lore Keeper Haos#5904
DCI(if needed): 5313149183
Item: Dwarven Plate
Source: Trade with @Daddywarbux#7102 on 1/22/2020

Sold Splint Armor for 100gp

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
Ironfang
Weapon (war pick), legendary (requires attunement)

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.
You have resistance to acid damage.
You have tremorsense out to a range of 60 feet.
You can sense the presence of precious metals and stones within 60 feet of you, but not their exact location.
You can cast dominate monster (save DC 17) on an earth elemental. Once you have done so, Ironfang can’t be used this way again until the next dawn.

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
Devastation Orb of Earth
Wondrous item, very rare

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
Wondrous item, uncommon (requires attunement by a spellcaster)

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.

2020-05-02 16:39 DDHC-TOH Tomb of Horrors 1 -464.4 Tome of Leadership and Influance, Staff of Power Show

EARNED 1200gp
BOUGHT 1600gp (=4x400gp) Breatplate Barding, 60gp exotic saddle, 4gp saddlebags, 0.4gp two extra waterskins.

Completed run (only with this character, but third time personally) Defeated everything including Acererak.

MAGIC ITEMS
Ring, rare (requires attunement)
You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type, which the DM chooses or determines randomly. Radiant

Rod of Security
Rod, very rare
While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space.
For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down).
When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed.

Staff of Power
Staff, very rare (requires attunement by a Sorcerer, Warlock, or Wizard)
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 rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.

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
Scrolls: Wall of Force, Planar Binding, Dawn
Potion: Superior healing

2020-12-21 12:48 CCC-GHC-09, Swamp of Death -507.25 Show

EARNED 400gp
SOLD 7.5gp Warhammer, 0.25gp Tinderbox
BOUGHT 900gp Diamonds, 15gp 'Ceremonial Bastard Sword' (Longsword)

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
Potion Of Vitality
very rare

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
Giant's Bane (Longbow +2)
You gain a +2 bonus to attack and damage rolls made with this magic weapon. The bow also has the Sentinel minor property and glows faintly when giants are within 120 feet of it. For this weapon, "giant" refers to any creature with the giant type, including ogres and trolls.

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.

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
Player name: @fabulousturtle404#1638 / Kate Lacambra
DCI: 1302827438 (still new to this wizard account so eh)
Charactet mame: Asterios "Terry" Amell (light cleric)
https://www.adventurersleaguelog.com/users/26906/characters/67538
Item given: Staff of Power (VR)
Item recieved: Aegis of the Raven Queen (+3 Shield) (BR)
Description:

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.