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Adventure Title
DDHC-CM-16 Alkazaar's Appendix
Session
1
Date Played
2025-08-27 19:34:00 UTC
Levels Gained
1
GP +/-
11500
Downtime +/-
10.0
Location Played
roll20
DM Name
Echo
DM DCI Number
Notes
**Used**: **Treasure**: 1 x Charm of the Mirrage 1 x Spellscroll of Wish **Story Awards**: **Purchase**: **Level up**: 1 **Notes**: **Mitspieler**: * Célestin "Celeste" Deneuve * Esmeralda * Marcelinho700 - Liora

Magic Items

Name Rarity Location Table Result Counts?
Animated Shield Very Rare true
**Animated Shield** *Armor (Shield), Very Rare (Requires Attunement)* While holding this Shield, you can take a Bonus Action to cause it to animate. The Shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The Shield remains animate for 1 minute, until you take a Bonus Action to end this effect, or until you die or have the Incapacitated condition, at which point the Shield falls to the ground or into your hand if you have one free.
Dwarven Half Plate Armor Very Rare true
**Dwarven Half Plate Armor** *Armor (Half Plate Armor), Very Rare* While wearing this armor, you gain a +2 bonus to Armor Class. In addition, if an effect moves you against your will along the ground, you can take a Reaction to reduce the distance you are moved by up to 10 feet.
Ring of Acid Resistance Rare true
**Ring of Acid Resistance** *Ring, rare (requires attunement)* You have resistance to acid damage while wearing this ring.
Tome of Understanding Very Rare true
**Tome of Understanding** *Wondrous Item, Very Rare* This book contains intuition and insight 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 Wisdom increases by 2, to a maximum of 30. The manual then loses its magic, but regains it in a century.
Wand of Polymorph Very Rare true
**Wand of Polymorph** *Wand, Very Rare (Requires Attunement by a Spellcaster)* This wand has 7 charges. While holding it, you can expend 1 charge to cast Polymorph (save DC 15) from it. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
Staff of Withering Rare true
**Staff of Withering** *Staff, Rare (Requires Attunement)* This staff has 3 charges and regains 1d3 expended charges daily at dawn. The staff can be wielded as a magic Quarterstaff. On a hit, it deals damage as a normal Quarterstaff, and you can expend 1 charge to deal an extra 2d10 Necrotic damage to the target and force it to make a DC 15 Constitution saving throw. On a failed save, the target has Disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.
Longbow +2 Rare true
**Longbow +2** *Weapon (Longbow), Rare* You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.
Anstruth Harp of the Bards Very Rare true
**Anstruth Harp of the Bards** *Wondrous Item, Very Rare (Requires Attunement by a Bard)* An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. The Instruments of the Bards table lists the spells common to all instruments, as well as the spells specific to this one. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage. You can play the instrument to cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. Instruments of the Bards | Instrument | Spells | | -------- | -------- | | All | Fly, Invisibility, Levitate, Protection from Evil and Good, plus the spells listed for the particular instrument | | Anstruth harp | Cure Wounds (level 5), Ice Storm, Wall of Thorns |
Tome of Leadership and Influence Very Rare true
**Tome of Leadership and Influence** *Wondrous Item, Very Rare* This book contains guidelines for influencing and charming others, 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 Charisma increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century.
Manual of Golems (Stone) Very Rare true
**Manual of Golems** *Wondrous Item, Very Rare* This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly by rolling on the accompanying table. To decipher and use the manual, you must be a spellcaster with at least two level 5 spell slots. A creature that can’t use a Manual of Golems and attempts to read it takes 6d6 Psychic damage. To create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. See the Monster Manual for the golem’s stat block. The golem is under your control, and it understands and obeys your commands. | 1d20 | Golem | Time | Cost | | -------- | -------- | -------- | -------- | | 1–5 | Clay Golem | 30 days | 65,000 GP | | 6–17 | Flesh Golem | 60 days | 50,000 GP | | 18 | Iron Golem | 120 days | 100,000 GP | | 19–20 | Stone Golem | 90 days | 80,000 GP |