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Adventure Title
DDAL-WGE-01 Encounters in Sharn
Tier
2
Session
2
Date Played
2019-02-16 13:46:00 UTC
ACP
4
TCP
4
GP +/-
Downtime
10.0
Renown
1.0
Location Played
Roll20
DM Name
Alain Pham
DM DCI Number
2318643541
Notes
The Fallen Mad: Excursion The Fallen Mad: Excavation The Fallen Mad: Excommunication +3 Healing Potions +1 Spell Scroll of Absorb Elements

Magic Items

Name Rarity Location Table Result Counts?
Boots of Striding and Springing Uncommon Sharn F true
While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.
Mace of Disruption Rare Sharn G true
When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn. While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.