Viktor
Broom of Flying,
Belt of Hill Giant Strength,
Sun Blade,
Animated Shield,
Dwarven Plate
Log Entries
Date Played ▼ | Adventure Title | Session | Levels | GP | Downtime | Magic Items | ||
---|---|---|---|---|---|---|---|---|
2021-08-26 08:00 | DDHC-CM: Xanthoria | 1 | 0 | -200 | Staff of the Woodlands | Show | ||
Cast Heroes' Feast (1000 gp). Staff of the Woodlands. Staff, rare (requires attunement by a Druid). |
||||||||
2021-08-24 08:00 | DDHC-CM: Alkazaar’s Appendix | 1 | 1 | 800 | Animated Shield, Dwarven Plate | Show | ||
Animated Shield. Armor (shield), very rare (requires attunement). While holding this shield, you can speak its command word as 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 animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. Dwarven Plate. Armor (plate), very rare. While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. Charm of the Mirage. This charm allows you to cast the hallucinatory terrain spell (save DC 15) as an action. Once used, this charm vanishes from you. |
||||||||
2021-08-17 08:00 | DDHC-CM: The Scrivener's Tale | 1 | 1 | 1000 | Robe of Eyes, Ioun Stone of Awareness | Show | ||
Robe of Eyes. Wondrous Item, rare (requires attunement). This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits: The robe lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight. You have darkvision out to a range of 120 feet. Ioun Stone of Awareness. Wondrous item, rare (requires attunement). An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Awareness (Rare). You can’t be surprised while this dark blue rhomboid orbits your head. |
||||||||
2021-08-12 08:00 | DDHC-CM: The Canopic Being | 1 | 1 | 0 | Sun Blade | Show | ||
Cast Heroes' Feast (1000 gp). Sun Blade. Weapon (longsword), rare (requires attunement). This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade. You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. Crystal Ball of True Seeing. Wondrous item, legendary (requires attunement). The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it. While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell’s sensor. Eyes of Minute Seeing. Wondrous item, uncommon. These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range. Hat of Disguise. Wondrous item, uncommon (requires attunement). While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed. Ring of Spell Storing. Ring, rare (requires attunement). This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 − 1 levels of stored spells chosen by the DM. Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. Ioun Stone of Awareness. Wondrous item, rare (requires attunement). An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Awareness (Rare). You can’t be surprised while this dark blue rhomboid orbits your head. Staff of Fate. Staff, very rare (requires attunement). This transparent crystal staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. Altered Outcome. The staff has 6 charges. As a bonus action, you can expend 1 of the staff’s charges to give yourself or one other creature that you can see a d4. The recipient can roll this d4 and add the number rolled to one ability check, attack roll, damage roll, or saving throw it makes before the start of your next turn. If this extra die is not used before then, it is lost. If you expend the staff’s last charge, roll a d20. On a roll of 9 or lower, the staff becomes a nonmagical quarterstaff that breaks the first time it scores a hit and deals damage. On a roll of 10 or higher, the staff regains 1d6 of its expended charges. Watchful Helm. Wondrous item, very rare (requires attunement). While you wear this helm, you gain a +1 bonus to AC and remain aware of your surroundings even while you’re asleep, and you have advantage on Wisdom (Perception) checks that rely on sight. As a bonus action, you can cast the see invisibility spell from the helm. Once this property of the helm is used, it can’t be used again until the next dawn. Fate’s Boon. You can use a bonus action to focus on the future, granting advantage on its next attack roll, ability check, or saving throw. Once you use this boon, you can't do so again until you finish a long rest. |
||||||||
2021-08-10 11:27 | Purchase Log | -250 | Show Purchase | |||||
Purchased the material component for Plane Shift (250 gp), a tuning fork attuned to the Elemental Plane of Fire. |
||||||||
2021-08-10 09:00 | DDHC-CM: The Book of Inner Alchemy | 1 | 1 | 800 | Gloves of Soul Catching | Show | ||
Gloves of Soul Catching. Wondrous item, legendary (requires attunement). Your Constitution score is 20 while you wear these gloves. This property of the gloves has no effect on you if your Constitution is already 20 or higher. After making a successful unarmed strike while wearing these gloves, you can use the gloves to deal an extra 2d10 force damage to the target, and you regain a number of hit points equal to the force damage dealt. Alternatively, instead of regaining hit points in this way, you can choose to gain advantage on one attack roll, ability check, or saving throw you make before the end of your next turn. |
||||||||
2021-08-03 08:00 | DDHC-CM: The Curious Tale of Wisteria Vale | 1 | 1 | 1000 | Cli Lyre | Show | ||
Cli Lyre. Wondrous Item, rare (requires attunement by a bard). An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. 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 use an action to play the instrument and cast one of its spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Stone Shape, Wall of Fire, Wind Wall. 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. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. |
||||||||
2020-08-21 01:02 | Downtime Catchup | 1 | -80 | Show | ||||
2020-08-20 22:30 | CCC-SFBAY-0203 The Risen Minotaur Lord | 1 | 1 | 120 | Belt of Hill Giant Strength | Show | ||
Belt of Hill Giant Strength. Wondrous Item, rare (requires attunement). While wearing this belt, your Strength score changes to a score granted by the belt. The item has no effect on you if your Strength without the belt is equal to or greater than the belt’s score. Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The belt of stone giant strength and the belt of frost giant strength look different, but they have the same effect. Rashemi Regard. You have done a great service for the Rashemi people. The people of Rashemen may look favorably upon you If you have the Enmity of Rashemen story award, both story awards get removed from your log sheet. Your deeds have earned forgiveness, but they did not earn both forgiveness and regard. Fangjaws Citizen. You have been branded a citizen of Fangjaws Hold. While you have no fealty to this monster town, you wear its brand, All orcs, goblinoids and ogres that are under Fangjaw’s protection will give you and your traveling companions safe passage. Any enemy of Fangjaws that sees the brand, such as the Burning Dagger orcs, may start with a hostile attitude towards you. |
||||||||
2020-08-10 21:04 | Purchase Log | -100 | Show Purchase | |||||
Purchased material component for Greater Restoration (100 gp) |
||||||||
2020-08-10 16:30 | CCC-GAD01-02 Red War: Black Phoenix | 1 | 1 | 120 | Dragonhide Saddle (Saddle of the Cavalier), Dread Helm | Show | ||
Dragonhide Saddle (Saddle of the Cavalier). Wondrous item, uncommon. While in this saddle on a mount, you can’t be dismounted against your will if you’re conscious, and attack rolls against the mount have disadvantage. This item is found on Magic Item Table B in the Dungeon Master’s Guide. This saddle is made primarily out of the hide and bones of a red dragon. The saddle never gets dirty even in the grimiest of environments. Dread Helm. Wondrous item, common. This fearsome steel helm makes your eyes glow red while you wear it. This item can be purchased with 2 Treasure Checkpoints of any tier. The jagged horns on this helmet look quite intimidating. High Blade in Your Debt. You prevented an alliance between an efreeti pasha and the Cult of Reborn Flame, you rescued Selfaril Uoumdolphin from a mental prison woven by a hag coven, and you prevented the people and city of Mulmaster from being engulfed in lava by the Black Phoenix. For these deeds and more, the High Blade of Mulmaster is in your debt. With his city overrun by Thayans, Selfaril cannot repay that debt now, but perhaps that may change one day. |
||||||||
2020-08-08 13:00 | CCC-GSP02-02 Stygia Untamed | 1 | 1 | 20 | -10 | Bulkawa’s Benevolence (Staff of the Python) | Show | |
Bulkawa’s Benevolence (Staff of the Python). Staff, uncommon (requires attunement by a cleric, druid, or warlock). The body of the staff is made out of wood from a narra tree. The curved head is shaped like a snake made out of copper. The staff is a symbol of Bulkawa’s kindness and its effort to make sure that you will never face the challenges life throws at you alone. Bulkawa, the giant constrictor snake summoned has copper scales and eyes filled with blue light. A black tattoo of a five-leaf clover can be seen near its tail. Banned: Stygia. The frozen, inhospitable wilderness of Stygia is home to many vile creatures as well as an uncountable number from the Material Plane. Desperate criminals and those condemned to death may pray to Levistus, the ruler of Stygia, for freedom; should he answer, they are transported here. For reasons known only to you and him, you are forever banned from setting foot within Stygia. Perhaps you redeemed too many souls, or maybe you were discovered to be in league with Geryon, the former ruler of this realm; regardless, Levistus has closed this layer of the Nine Hells to you. You can’t participate in further adventures in this place. A character with this story award may visit other areas of the Nine Hells but has been banned from Stygia. |
||||||||
2020-06-10 17:17 | Trade Log | -15 | Headband of Intellect > Broom of Flying | Show Trade Log | ||||
Traded Viktor's Headband of Intellect for Francisco's Broom of Flying. Player: Rob Hansford. |
||||||||
2020-06-02 12:00 | DDHC-TYP Tales from the Yawning Portal | 1 | 1 | 240 | Necklace of Prayer Beads | Show | ||
1. First Weapon Returned. Max gold for their level for each character in the party, and each character may choose five rare consumables (following normal rules for the number of pieces of magical ammunition). A character could, for example, choose 2 potions of superior healing, 2 spells scroll of greater restoration, and 1d6 +2 crossbow bolts. 2. Second Weapon Returned. Each character may choose one of the following items: arrow catching shield, bracers of defense, canaith mandolin, necklace of prayer beads (with six beads), staff of the woodlands, +2 wand of the war mage, or a +2 weapon. 3. Third Weapon Returned. Each character receives either a blessing of protection or a blessing of weapon enhancement (player choice) and when the character gains 17th level can claim one of these legendary items for their own use subject to the MIL restrictions. |
||||||||
2019-08-21 22:59 | Trade Log | -15 | Broom of Flying > Headband of Intellect | Show Trade Log | ||||
Traded Devilz' Headband of Intellect for Viktor's Broom of Flying Player: Devilz |
||||||||
2019-07-03 00:50 | Purchase Log | Broom of Flying | Show Purchase | |||||
Broom of Flying |
||||||||
2019-06-28 12:30 | CCC-AN-02 The Wrathful Deity of Khurovogo | 1 | 5 | Show | ||||
Story Award: Goblin Folk Heroes. Word of your deeds have been greatly exaggerated and spread throughout the Moonsea region. You have a reputation to help grease wheels… so long as the person you’re talking to listens to goblin folk tales. Once per adventure, when trying to draw on your reputation as a goblin folk hero to open doors, roll a d6. On odds, the creature being spoken to hasn’t heard the story. On a 1, the creature heard the story, but also heard an epilogue in which the prevailing adventurers ate gnomes at the victory celebration. The adventurer suffers disadvantage on the check to alter the creature’s perception. Periapt of Health. Wondrous Item, uncommon. You are immune to contracting any disease while you wear this pendant. While you wear it, poisons have no effect on you. If you are already infected with a disease, the effects of the disease are suppressed while you wear the pendant. The periapt is a diamond-shaped emerald with the elvish word for “health” floating inside the gem. This item can be found in the DMG on Magic Item Table C; costs 8 T1+ TCP |
||||||||
2019-05-04 19:00 | CCC-KUMORI-02-02 School Magic | 1 | 5 | Show | ||||
Red's Slippers (Boots of Elvenkind). While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently. These ‘slippers’ are crafted of the finest supple deerskin, with iron studs crafted into the soles. Bright red, the color of pouring blood, they present a striking appearance. Story Award: A Fair Trade: You journeyed to Underhill to aid the Moonsea School of Homeless Children. You earned an audience with Snowhair, Queen of Underhill. Your solution involved a bargain of Patronage. Granting Snowhair the right to Patronage for one student a year. For good or ill you have bargained with a fey and accepted the consequences. Those familiar with the fey, and fey themselves can sense this bargain upon you. You can feel each season pass and the tug of each phase of the moon that might open the gates to Underhill while the bargain lasts. |
||||||||
2019-05-04 07:02 | ddal08-01 the map with no names | 1 | 10 | Show | ||||
Wand of Secrets |
||||||||
2019-04-30 10:28 | CCC-TAROT01-05 The Lost Apprentice | 1 | 5 | Broom of Flying | Show | |||
Auntie Sue’s Broom. Wondrous Item, uncommon. This broom of flying is old, ratty, and nothing to look at, however in addition to its normal command words, you may speak an additional one to have the broom start cleaning a 5ft radius on its own. Once that area is clear it moves to the next one until all surfaces are clean or you speak the command word. Hat of Vermin. Wondrous Item, common. This dusty old cap has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons a bat, a frog, or a rat (see the Player’s Handbook or the Monster Manual for statistics). The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor hostile, and it isn’t under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges daily at dawn. While wearing this black hat, with two large felt ears, you name is magically written on it in yellow stitching. When you take it off, the name disappears. Story Awards. During the course of this adventure, the characters may earn the following story award: Touched by Fate. Many Powers circle around Thentia, and the Moonsea, searching for lost magical artifacts. For whatever reason, the Fates have chosen you to be involved. The Chariot (Upright). You were confident in your decision to go straight to deal with the hag threat, despite being hired to return Ash to Thentia immediately. Fate may disagree, and only time will tell. |
Date Played ▼ | Adventure Title | Tier | Session | ACP | TCP | Downtime | Renown | |
---|---|---|---|---|---|---|---|---|
2021-08-26 08:00 | DDHC-CM: Xanthoria | 1 | Show | |||||
Cast Heroes' Feast (1000 gp). Staff of the Woodlands. Staff, rare (requires attunement by a Druid). |
||||||||
2021-08-24 08:00 | DDHC-CM: Alkazaar’s Appendix | 1 | Show | |||||
Animated Shield. Armor (shield), very rare (requires attunement). While holding this shield, you can speak its command word as 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 animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. Dwarven Plate. Armor (plate), very rare. While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. Charm of the Mirage. This charm allows you to cast the hallucinatory terrain spell (save DC 15) as an action. Once used, this charm vanishes from you. |
||||||||
2021-08-17 08:00 | DDHC-CM: The Scrivener's Tale | 1 | Show | |||||
Robe of Eyes. Wondrous Item, rare (requires attunement). This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits: The robe lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight. You have darkvision out to a range of 120 feet. Ioun Stone of Awareness. Wondrous item, rare (requires attunement). An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Awareness (Rare). You can’t be surprised while this dark blue rhomboid orbits your head. |
||||||||
2021-08-12 08:00 | DDHC-CM: The Canopic Being | 1 | Show | |||||
Cast Heroes' Feast (1000 gp). Sun Blade. Weapon (longsword), rare (requires attunement). This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade. You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. Crystal Ball of True Seeing. Wondrous item, legendary (requires attunement). The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it. While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell’s sensor. Eyes of Minute Seeing. Wondrous item, uncommon. These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range. Hat of Disguise. Wondrous item, uncommon (requires attunement). While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed. Ring of Spell Storing. Ring, rare (requires attunement). This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 − 1 levels of stored spells chosen by the DM. Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. Ioun Stone of Awareness. Wondrous item, rare (requires attunement). An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Awareness (Rare). You can’t be surprised while this dark blue rhomboid orbits your head. Staff of Fate. Staff, very rare (requires attunement). This transparent crystal staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. Altered Outcome. The staff has 6 charges. As a bonus action, you can expend 1 of the staff’s charges to give yourself or one other creature that you can see a d4. The recipient can roll this d4 and add the number rolled to one ability check, attack roll, damage roll, or saving throw it makes before the start of your next turn. If this extra die is not used before then, it is lost. If you expend the staff’s last charge, roll a d20. On a roll of 9 or lower, the staff becomes a nonmagical quarterstaff that breaks the first time it scores a hit and deals damage. On a roll of 10 or higher, the staff regains 1d6 of its expended charges. Watchful Helm. Wondrous item, very rare (requires attunement). While you wear this helm, you gain a +1 bonus to AC and remain aware of your surroundings even while you’re asleep, and you have advantage on Wisdom (Perception) checks that rely on sight. As a bonus action, you can cast the see invisibility spell from the helm. Once this property of the helm is used, it can’t be used again until the next dawn. Fate’s Boon. You can use a bonus action to focus on the future, granting advantage on its next attack roll, ability check, or saving throw. Once you use this boon, you can't do so again until you finish a long rest. |
||||||||
2021-08-10 11:27 | Purchase Log | Show Purchase | ||||||
Purchased the material component for Plane Shift (250 gp), a tuning fork attuned to the Elemental Plane of Fire. |
||||||||
2021-08-10 09:00 | DDHC-CM: The Book of Inner Alchemy | 1 | Show | |||||
Gloves of Soul Catching. Wondrous item, legendary (requires attunement). Your Constitution score is 20 while you wear these gloves. This property of the gloves has no effect on you if your Constitution is already 20 or higher. After making a successful unarmed strike while wearing these gloves, you can use the gloves to deal an extra 2d10 force damage to the target, and you regain a number of hit points equal to the force damage dealt. Alternatively, instead of regaining hit points in this way, you can choose to gain advantage on one attack roll, ability check, or saving throw you make before the end of your next turn. |
||||||||
2021-08-03 08:00 | DDHC-CM: The Curious Tale of Wisteria Vale | 1 | Show | |||||
Cli Lyre. Wondrous Item, rare (requires attunement by a bard). An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. 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 use an action to play the instrument and cast one of its spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Stone Shape, Wall of Fire, Wind Wall. 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. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. |
||||||||
2020-08-21 01:02 | Downtime Catchup | -80 | Show | |||||
2020-08-20 22:30 | CCC-SFBAY-0203 The Risen Minotaur Lord | 1 | Show | |||||
Belt of Hill Giant Strength. Wondrous Item, rare (requires attunement). While wearing this belt, your Strength score changes to a score granted by the belt. The item has no effect on you if your Strength without the belt is equal to or greater than the belt’s score. Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The belt of stone giant strength and the belt of frost giant strength look different, but they have the same effect. Rashemi Regard. You have done a great service for the Rashemi people. The people of Rashemen may look favorably upon you If you have the Enmity of Rashemen story award, both story awards get removed from your log sheet. Your deeds have earned forgiveness, but they did not earn both forgiveness and regard. Fangjaws Citizen. You have been branded a citizen of Fangjaws Hold. While you have no fealty to this monster town, you wear its brand, All orcs, goblinoids and ogres that are under Fangjaw’s protection will give you and your traveling companions safe passage. Any enemy of Fangjaws that sees the brand, such as the Burning Dagger orcs, may start with a hostile attitude towards you. |
||||||||
2020-08-10 21:04 | Purchase Log | Show Purchase | ||||||
Purchased material component for Greater Restoration (100 gp) |
||||||||
2020-08-10 16:30 | CCC-GAD01-02 Red War: Black Phoenix | 1 | Show | |||||
Dragonhide Saddle (Saddle of the Cavalier). Wondrous item, uncommon. While in this saddle on a mount, you can’t be dismounted against your will if you’re conscious, and attack rolls against the mount have disadvantage. This item is found on Magic Item Table B in the Dungeon Master’s Guide. This saddle is made primarily out of the hide and bones of a red dragon. The saddle never gets dirty even in the grimiest of environments. Dread Helm. Wondrous item, common. This fearsome steel helm makes your eyes glow red while you wear it. This item can be purchased with 2 Treasure Checkpoints of any tier. The jagged horns on this helmet look quite intimidating. High Blade in Your Debt. You prevented an alliance between an efreeti pasha and the Cult of Reborn Flame, you rescued Selfaril Uoumdolphin from a mental prison woven by a hag coven, and you prevented the people and city of Mulmaster from being engulfed in lava by the Black Phoenix. For these deeds and more, the High Blade of Mulmaster is in your debt. With his city overrun by Thayans, Selfaril cannot repay that debt now, but perhaps that may change one day. |
||||||||
2020-08-08 13:00 | CCC-GSP02-02 Stygia Untamed | 1 | -10 | Show | ||||
Bulkawa’s Benevolence (Staff of the Python). Staff, uncommon (requires attunement by a cleric, druid, or warlock). The body of the staff is made out of wood from a narra tree. The curved head is shaped like a snake made out of copper. The staff is a symbol of Bulkawa’s kindness and its effort to make sure that you will never face the challenges life throws at you alone. Bulkawa, the giant constrictor snake summoned has copper scales and eyes filled with blue light. A black tattoo of a five-leaf clover can be seen near its tail. Banned: Stygia. The frozen, inhospitable wilderness of Stygia is home to many vile creatures as well as an uncountable number from the Material Plane. Desperate criminals and those condemned to death may pray to Levistus, the ruler of Stygia, for freedom; should he answer, they are transported here. For reasons known only to you and him, you are forever banned from setting foot within Stygia. Perhaps you redeemed too many souls, or maybe you were discovered to be in league with Geryon, the former ruler of this realm; regardless, Levistus has closed this layer of the Nine Hells to you. You can’t participate in further adventures in this place. A character with this story award may visit other areas of the Nine Hells but has been banned from Stygia. |
||||||||
2020-06-10 17:17 | Trade Log | -15 | Show Trade Log | |||||
Traded Viktor's Headband of Intellect for Francisco's Broom of Flying. Player: Rob Hansford. |
||||||||
2020-06-02 12:00 | DDHC-TYP Tales from the Yawning Portal | 1 | Show | |||||
1. First Weapon Returned. Max gold for their level for each character in the party, and each character may choose five rare consumables (following normal rules for the number of pieces of magical ammunition). A character could, for example, choose 2 potions of superior healing, 2 spells scroll of greater restoration, and 1d6 +2 crossbow bolts. 2. Second Weapon Returned. Each character may choose one of the following items: arrow catching shield, bracers of defense, canaith mandolin, necklace of prayer beads (with six beads), staff of the woodlands, +2 wand of the war mage, or a +2 weapon. 3. Third Weapon Returned. Each character receives either a blessing of protection or a blessing of weapon enhancement (player choice) and when the character gains 17th level can claim one of these legendary items for their own use subject to the MIL restrictions. |
||||||||
2019-08-21 22:59 | Trade Log | -15 | Show Trade Log | |||||
Traded Devilz' Headband of Intellect for Viktor's Broom of Flying Player: Devilz |
||||||||
2019-07-03 00:50 | Purchase Log | Show Purchase | ||||||
Broom of Flying |
||||||||
2019-06-28 12:30 | CCC-AN-02 The Wrathful Deity of Khurovogo | 1 | 1 | 2 | 2 | 5 | 0.5 | Show |
Story Award: Goblin Folk Heroes. Word of your deeds have been greatly exaggerated and spread throughout the Moonsea region. You have a reputation to help grease wheels… so long as the person you’re talking to listens to goblin folk tales. Once per adventure, when trying to draw on your reputation as a goblin folk hero to open doors, roll a d6. On odds, the creature being spoken to hasn’t heard the story. On a 1, the creature heard the story, but also heard an epilogue in which the prevailing adventurers ate gnomes at the victory celebration. The adventurer suffers disadvantage on the check to alter the creature’s perception. Periapt of Health. Wondrous Item, uncommon. You are immune to contracting any disease while you wear this pendant. While you wear it, poisons have no effect on you. If you are already infected with a disease, the effects of the disease are suppressed while you wear the pendant. The periapt is a diamond-shaped emerald with the elvish word for “health” floating inside the gem. This item can be found in the DMG on Magic Item Table C; costs 8 T1+ TCP |
||||||||
2019-05-04 19:00 | CCC-KUMORI-02-02 School Magic | 1 | 1 | 2 | 2 | 5 | 0.5 | Show |
Red's Slippers (Boots of Elvenkind). While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently. These ‘slippers’ are crafted of the finest supple deerskin, with iron studs crafted into the soles. Bright red, the color of pouring blood, they present a striking appearance. Story Award: A Fair Trade: You journeyed to Underhill to aid the Moonsea School of Homeless Children. You earned an audience with Snowhair, Queen of Underhill. Your solution involved a bargain of Patronage. Granting Snowhair the right to Patronage for one student a year. For good or ill you have bargained with a fey and accepted the consequences. Those familiar with the fey, and fey themselves can sense this bargain upon you. You can feel each season pass and the tug of each phase of the moon that might open the gates to Underhill while the bargain lasts. |
||||||||
2019-05-04 07:02 | ddal08-01 the map with no names | 1 | 1 | 4 | 4 | 10 | 1 | Show |
Wand of Secrets |
||||||||
2019-04-30 10:28 | CCC-TAROT01-05 The Lost Apprentice | 1 | 1 | 2 | 2 | 5 | 0.5 | Show |
Auntie Sue’s Broom. Wondrous Item, uncommon. This broom of flying is old, ratty, and nothing to look at, however in addition to its normal command words, you may speak an additional one to have the broom start cleaning a 5ft radius on its own. Once that area is clear it moves to the next one until all surfaces are clean or you speak the command word. Hat of Vermin. Wondrous Item, common. This dusty old cap has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons a bat, a frog, or a rat (see the Player’s Handbook or the Monster Manual for statistics). The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor hostile, and it isn’t under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges daily at dawn. While wearing this black hat, with two large felt ears, you name is magically written on it in yellow stitching. When you take it off, the name disappears. Story Awards. During the course of this adventure, the characters may earn the following story award: Touched by Fate. Many Powers circle around Thentia, and the Moonsea, searching for lost magical artifacts. For whatever reason, the Fates have chosen you to be involved. The Chariot (Upright). You were confident in your decision to go straight to deal with the hag threat, despite being hired to return Ash to Thentia immediately. Fate may disagree, and only time will tell. |
Date Played ▼ | Adventure Title | Session | XP | GP | Downtime | Renown | Magic Items | |
---|---|---|---|---|---|---|---|---|
2021-08-26 08:00 | DDHC-CM: Xanthoria | 1 | -200 | Staff of the Woodlands | Show | |||
Cast Heroes' Feast (1000 gp). Staff of the Woodlands. Staff, rare (requires attunement by a Druid). |
||||||||
2021-08-24 08:00 | DDHC-CM: Alkazaar’s Appendix | 1 | 800 | Animated Shield, Dwarven Plate | Show | |||
Animated Shield. Armor (shield), very rare (requires attunement). While holding this shield, you can speak its command word as 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 animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. Dwarven Plate. Armor (plate), very rare. While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. Charm of the Mirage. This charm allows you to cast the hallucinatory terrain spell (save DC 15) as an action. Once used, this charm vanishes from you. |
||||||||
2021-08-17 08:00 | DDHC-CM: The Scrivener's Tale | 1 | 1000 | Robe of Eyes, Ioun Stone of Awareness | Show | |||
Robe of Eyes. Wondrous Item, rare (requires attunement). This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits: The robe lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight. You have darkvision out to a range of 120 feet. Ioun Stone of Awareness. Wondrous item, rare (requires attunement). An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Awareness (Rare). You can’t be surprised while this dark blue rhomboid orbits your head. |
||||||||
2021-08-12 08:00 | DDHC-CM: The Canopic Being | 1 | 0 | Sun Blade | Show | |||
Cast Heroes' Feast (1000 gp). Sun Blade. Weapon (longsword), rare (requires attunement). This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade. You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. Crystal Ball of True Seeing. Wondrous item, legendary (requires attunement). The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it. While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell’s sensor. Eyes of Minute Seeing. Wondrous item, uncommon. These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range. Hat of Disguise. Wondrous item, uncommon (requires attunement). While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed. Ring of Spell Storing. Ring, rare (requires attunement). This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 − 1 levels of stored spells chosen by the DM. Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. Ioun Stone of Awareness. Wondrous item, rare (requires attunement). An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Awareness (Rare). You can’t be surprised while this dark blue rhomboid orbits your head. Staff of Fate. Staff, very rare (requires attunement). This transparent crystal staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. Altered Outcome. The staff has 6 charges. As a bonus action, you can expend 1 of the staff’s charges to give yourself or one other creature that you can see a d4. The recipient can roll this d4 and add the number rolled to one ability check, attack roll, damage roll, or saving throw it makes before the start of your next turn. If this extra die is not used before then, it is lost. If you expend the staff’s last charge, roll a d20. On a roll of 9 or lower, the staff becomes a nonmagical quarterstaff that breaks the first time it scores a hit and deals damage. On a roll of 10 or higher, the staff regains 1d6 of its expended charges. Watchful Helm. Wondrous item, very rare (requires attunement). While you wear this helm, you gain a +1 bonus to AC and remain aware of your surroundings even while you’re asleep, and you have advantage on Wisdom (Perception) checks that rely on sight. As a bonus action, you can cast the see invisibility spell from the helm. Once this property of the helm is used, it can’t be used again until the next dawn. Fate’s Boon. You can use a bonus action to focus on the future, granting advantage on its next attack roll, ability check, or saving throw. Once you use this boon, you can't do so again until you finish a long rest. |
||||||||
2021-08-10 11:27 | Purchase Log | -250 | Show Purchase | |||||
Purchased the material component for Plane Shift (250 gp), a tuning fork attuned to the Elemental Plane of Fire. |
||||||||
2021-08-10 09:00 | DDHC-CM: The Book of Inner Alchemy | 1 | 800 | Gloves of Soul Catching | Show | |||
Gloves of Soul Catching. Wondrous item, legendary (requires attunement). Your Constitution score is 20 while you wear these gloves. This property of the gloves has no effect on you if your Constitution is already 20 or higher. After making a successful unarmed strike while wearing these gloves, you can use the gloves to deal an extra 2d10 force damage to the target, and you regain a number of hit points equal to the force damage dealt. Alternatively, instead of regaining hit points in this way, you can choose to gain advantage on one attack roll, ability check, or saving throw you make before the end of your next turn. |
||||||||
2021-08-03 08:00 | DDHC-CM: The Curious Tale of Wisteria Vale | 1 | 1000 | Cli Lyre | Show | |||
Cli Lyre. Wondrous Item, rare (requires attunement by a bard). An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. 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 use an action to play the instrument and cast one of its spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Stone Shape, Wall of Fire, Wind Wall. 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. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. |
||||||||
2020-08-21 01:02 | Downtime Catchup | -80 | Show | |||||
2020-08-20 22:30 | CCC-SFBAY-0203 The Risen Minotaur Lord | 1 | 120 | Belt of Hill Giant Strength | Show | |||
Belt of Hill Giant Strength. Wondrous Item, rare (requires attunement). While wearing this belt, your Strength score changes to a score granted by the belt. The item has no effect on you if your Strength without the belt is equal to or greater than the belt’s score. Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The belt of stone giant strength and the belt of frost giant strength look different, but they have the same effect. Rashemi Regard. You have done a great service for the Rashemi people. The people of Rashemen may look favorably upon you If you have the Enmity of Rashemen story award, both story awards get removed from your log sheet. Your deeds have earned forgiveness, but they did not earn both forgiveness and regard. Fangjaws Citizen. You have been branded a citizen of Fangjaws Hold. While you have no fealty to this monster town, you wear its brand, All orcs, goblinoids and ogres that are under Fangjaw’s protection will give you and your traveling companions safe passage. Any enemy of Fangjaws that sees the brand, such as the Burning Dagger orcs, may start with a hostile attitude towards you. |
||||||||
2020-08-10 21:04 | Purchase Log | -100 | Show Purchase | |||||
Purchased material component for Greater Restoration (100 gp) |
||||||||
2020-08-10 16:30 | CCC-GAD01-02 Red War: Black Phoenix | 1 | 120 | Dragonhide Saddle (Saddle of the Cavalier), Dread Helm | Show | |||
Dragonhide Saddle (Saddle of the Cavalier). Wondrous item, uncommon. While in this saddle on a mount, you can’t be dismounted against your will if you’re conscious, and attack rolls against the mount have disadvantage. This item is found on Magic Item Table B in the Dungeon Master’s Guide. This saddle is made primarily out of the hide and bones of a red dragon. The saddle never gets dirty even in the grimiest of environments. Dread Helm. Wondrous item, common. This fearsome steel helm makes your eyes glow red while you wear it. This item can be purchased with 2 Treasure Checkpoints of any tier. The jagged horns on this helmet look quite intimidating. High Blade in Your Debt. You prevented an alliance between an efreeti pasha and the Cult of Reborn Flame, you rescued Selfaril Uoumdolphin from a mental prison woven by a hag coven, and you prevented the people and city of Mulmaster from being engulfed in lava by the Black Phoenix. For these deeds and more, the High Blade of Mulmaster is in your debt. With his city overrun by Thayans, Selfaril cannot repay that debt now, but perhaps that may change one day. |
||||||||
2020-08-08 13:00 | CCC-GSP02-02 Stygia Untamed | 1 | 20 | -10 | Bulkawa’s Benevolence (Staff of the Python) | Show | ||
Bulkawa’s Benevolence (Staff of the Python). Staff, uncommon (requires attunement by a cleric, druid, or warlock). The body of the staff is made out of wood from a narra tree. The curved head is shaped like a snake made out of copper. The staff is a symbol of Bulkawa’s kindness and its effort to make sure that you will never face the challenges life throws at you alone. Bulkawa, the giant constrictor snake summoned has copper scales and eyes filled with blue light. A black tattoo of a five-leaf clover can be seen near its tail. Banned: Stygia. The frozen, inhospitable wilderness of Stygia is home to many vile creatures as well as an uncountable number from the Material Plane. Desperate criminals and those condemned to death may pray to Levistus, the ruler of Stygia, for freedom; should he answer, they are transported here. For reasons known only to you and him, you are forever banned from setting foot within Stygia. Perhaps you redeemed too many souls, or maybe you were discovered to be in league with Geryon, the former ruler of this realm; regardless, Levistus has closed this layer of the Nine Hells to you. You can’t participate in further adventures in this place. A character with this story award may visit other areas of the Nine Hells but has been banned from Stygia. |
||||||||
2020-06-10 17:17 | Trade Log | -15 | Headband of Intellect > Broom of Flying | Show Trade Log | ||||
Traded Viktor's Headband of Intellect for Francisco's Broom of Flying. Player: Rob Hansford. |
||||||||
2020-06-02 12:00 | DDHC-TYP Tales from the Yawning Portal | 1 | 240 | Necklace of Prayer Beads | Show | |||
1. First Weapon Returned. Max gold for their level for each character in the party, and each character may choose five rare consumables (following normal rules for the number of pieces of magical ammunition). A character could, for example, choose 2 potions of superior healing, 2 spells scroll of greater restoration, and 1d6 +2 crossbow bolts. 2. Second Weapon Returned. Each character may choose one of the following items: arrow catching shield, bracers of defense, canaith mandolin, necklace of prayer beads (with six beads), staff of the woodlands, +2 wand of the war mage, or a +2 weapon. 3. Third Weapon Returned. Each character receives either a blessing of protection or a blessing of weapon enhancement (player choice) and when the character gains 17th level can claim one of these legendary items for their own use subject to the MIL restrictions. |
||||||||
2019-08-21 22:59 | Trade Log | -15 | Broom of Flying > Headband of Intellect | Show Trade Log | ||||
Traded Devilz' Headband of Intellect for Viktor's Broom of Flying Player: Devilz |
||||||||
2019-07-03 00:50 | Purchase Log | Broom of Flying | Show Purchase | |||||
Broom of Flying |
||||||||
2019-06-28 12:30 | CCC-AN-02 The Wrathful Deity of Khurovogo | 1 | 5 | 0.5 | Show | |||
Story Award: Goblin Folk Heroes. Word of your deeds have been greatly exaggerated and spread throughout the Moonsea region. You have a reputation to help grease wheels… so long as the person you’re talking to listens to goblin folk tales. Once per adventure, when trying to draw on your reputation as a goblin folk hero to open doors, roll a d6. On odds, the creature being spoken to hasn’t heard the story. On a 1, the creature heard the story, but also heard an epilogue in which the prevailing adventurers ate gnomes at the victory celebration. The adventurer suffers disadvantage on the check to alter the creature’s perception. Periapt of Health. Wondrous Item, uncommon. You are immune to contracting any disease while you wear this pendant. While you wear it, poisons have no effect on you. If you are already infected with a disease, the effects of the disease are suppressed while you wear the pendant. The periapt is a diamond-shaped emerald with the elvish word for “health” floating inside the gem. This item can be found in the DMG on Magic Item Table C; costs 8 T1+ TCP |
||||||||
2019-05-04 19:00 | CCC-KUMORI-02-02 School Magic | 1 | 5 | 0.5 | Show | |||
Red's Slippers (Boots of Elvenkind). While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently. These ‘slippers’ are crafted of the finest supple deerskin, with iron studs crafted into the soles. Bright red, the color of pouring blood, they present a striking appearance. Story Award: A Fair Trade: You journeyed to Underhill to aid the Moonsea School of Homeless Children. You earned an audience with Snowhair, Queen of Underhill. Your solution involved a bargain of Patronage. Granting Snowhair the right to Patronage for one student a year. For good or ill you have bargained with a fey and accepted the consequences. Those familiar with the fey, and fey themselves can sense this bargain upon you. You can feel each season pass and the tug of each phase of the moon that might open the gates to Underhill while the bargain lasts. |
||||||||
2019-05-04 07:02 | ddal08-01 the map with no names | 1 | 10 | 1 | Show | |||
Wand of Secrets |
||||||||
2019-04-30 10:28 | CCC-TAROT01-05 The Lost Apprentice | 1 | 5 | 0.5 | Broom of Flying | Show | ||
Auntie Sue’s Broom. Wondrous Item, uncommon. This broom of flying is old, ratty, and nothing to look at, however in addition to its normal command words, you may speak an additional one to have the broom start cleaning a 5ft radius on its own. Once that area is clear it moves to the next one until all surfaces are clean or you speak the command word. Hat of Vermin. Wondrous Item, common. This dusty old cap has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons a bat, a frog, or a rat (see the Player’s Handbook or the Monster Manual for statistics). The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor hostile, and it isn’t under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges daily at dawn. While wearing this black hat, with two large felt ears, you name is magically written on it in yellow stitching. When you take it off, the name disappears. Story Awards. During the course of this adventure, the characters may earn the following story award: Touched by Fate. Many Powers circle around Thentia, and the Moonsea, searching for lost magical artifacts. For whatever reason, the Fates have chosen you to be involved. The Chariot (Upright). You were confident in your decision to go straight to deal with the hag threat, despite being hired to return Ash to Thentia immediately. Fate may disagree, and only time will tell. |