Jedediah Salt
Ring of Spell Storing,
Goggles of Night,
Moon-Touched Longsword ,
Cloak of the Bat (Raven),
Emerald of the War Mage,
Rod of Alertness,
Shield, +3,
Belt of Storm Giant Strength,
Blackrazor,
Rod of Security,
Greataxe, +3,
Belt of Storm Giant Strength
Log Entries
Date Played | Adventure Title | Session | Levels | GP | Downtime | Magic Items | ||
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2019-12-28 12:30 | DDAL00-10 Trust and Understanding | 1 | 1 | 4500 | Ioun Stone of Greater Absorption | Show | ||
Ioun Stone of Greater Absorption. Wondrous item, legendary (requires attunement). This lavender and green stone has been fashioned into the shape of a strange dragon; it has a long, sinewy neck, a body like a serpent, four stout legs, and two long whiskers that almost look like a mustache. This is what the dragons of far-off Shou Lung in Kara-Tur look like. While this marbled object orbits your head, you can use your reaction to cancel a spell of 8th level or lower cast by a creature you can see and targeting only you. Once the stone has canceled 50 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it. This item is found on Magic Item Table I in the Dungeon Master’s Guide. Potion of Invulnerability. |
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2020-01-01 14:00 | DDAL00-01 Window to the Past | 1 | 1 | 4500 | Adamantine Plate, Rod of Security | Show | ||
Adamantine Plate. Armor (any metal), uncommon. Appearing almost decorative, this suit of highly polished adamantine armor hails from ancient Netheril and is adorned in minute runes of protection. A description of this item can be found in the Dungeon Master’s Guide. This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit. Rod of Security. Rod, Very Rare. This wrought iron rod is covered in tiny padlocks and always cold to the touch. The rod will transport you and up to six willing companions to a comfortable cabin with no exit save for the rod. The windows display a dark and foreboding forest, and a tallspired castle can be seen through the gloom. After 24 hours, you and your allies return to the exact location you left though you may choose to leave earlier. A description of this item can be found in the Dungeon Master’s Guide. Regardless of its nature, the place 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. |
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2020-01-03 19:00 | DDAL05-18 The Mysterious Isle | 1 | 1 | 3000 | Studded Leather, +2 | Show | ||
Studded Leather, +2 |
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2020-01-04 05:48 | Trade Log | -15 | Studded Leather, +2 > Tome of Leadership and Influence | Show Trade Log | ||||
Traded Jedediah's Studded Leather, +2 for Skunk's Tome of Leadership and Influence |
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2020-01-04 10:58 | Trade Log | -15 | Tome of Leadership and Influence > Greataxe, +3 | Show Trade Log | ||||
Traded Jedediah's Tome of Leadership and Influence for Billetera de la Prisión's Greataxe, +3 Rob F. 7100843139 PC: |
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2020-08-23 02:30 | DDAL00-12d The Devil's Song | 1 | 1 | 1500 | Staff of the Magi | Show | ||
A Pale Devil. Defeated the ancient white dragon. Staff of the Magi. Staff, legendary (requires attunement by a sorcerer, warlock, or wizard). Ollamh Harp. Wondrous item, legendary (requires attunement by a bard). |
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2021-08-20 11:00 | DDAL06-03 Crypt of the Death Giants | 1 | 0 | 3000 | Belt of Storm Giant Strength | Show | ||
Belt of Storm Giant Strength. Wondrous item, legendary (requires attunement). While wearing this belt, your Strength score changes to 29. The item has no effect on you if your Strength without the belt is equal to or greater than 29. The storm giant quintessent Dessa imbued this belt with her elemental strength. When the belt’s fantastic strength is used lightning dances around the wearer while a warm desert wind blows in the area. This item can be found in the Dungeon Masters Guide. Hall of Mirth. Characters can spend time in the Hall of Mirth learning about giant kind and ancient Ostoria and the giant language. At the conclusion of this adventure a character may choose to learn the giant language for 50 downtime days. In addition at the conclusion of this adventure a character may choose to learn about Ostoria, by spending 50 downtime days the character will have advantage on any future rolls regarding giants or Ostoria. Hall of Omens. Characters can spend time in the Hall of Omens learning about signs and portents. A wizard of the school of divination may spend 200 downtime days to gain 1 additional portent dice. Any other character may spend 50 downtime days to gain 3 Luck Points and may use them as the Lucky feat. Once the 3 Luck Points are spent they are not regained. Hall of Honor. Characters can spend time in the hall of honor learning about the deeds of the ancient Ostorian Honor Guard. A character who spends 25 downtime days will gain advantage in dealings with true giants (Cloud, Hill, Fire, Stone, or Storm) when the subject of the Ostorian Honor Guard can be included in the conversation. Death's End. You helped defeat Kiaransalee’s cult of Undying Might and prevented many Death Giants from being created and used by Kiaransalee. (See the D&D Epic DDEP06-03 Hecatomb). |
Date Played | Adventure Title | Tier ▲ | Session | ACP | TCP | Downtime | Renown | |
---|---|---|---|---|---|---|---|---|
2019-12-28 12:30 | DDAL00-10 Trust and Understanding | 1 | Show | |||||
Ioun Stone of Greater Absorption. Wondrous item, legendary (requires attunement). This lavender and green stone has been fashioned into the shape of a strange dragon; it has a long, sinewy neck, a body like a serpent, four stout legs, and two long whiskers that almost look like a mustache. This is what the dragons of far-off Shou Lung in Kara-Tur look like. While this marbled object orbits your head, you can use your reaction to cancel a spell of 8th level or lower cast by a creature you can see and targeting only you. Once the stone has canceled 50 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it. This item is found on Magic Item Table I in the Dungeon Master’s Guide. Potion of Invulnerability. |
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2020-01-01 14:00 | DDAL00-01 Window to the Past | 1 | Show | |||||
Adamantine Plate. Armor (any metal), uncommon. Appearing almost decorative, this suit of highly polished adamantine armor hails from ancient Netheril and is adorned in minute runes of protection. A description of this item can be found in the Dungeon Master’s Guide. This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit. Rod of Security. Rod, Very Rare. This wrought iron rod is covered in tiny padlocks and always cold to the touch. The rod will transport you and up to six willing companions to a comfortable cabin with no exit save for the rod. The windows display a dark and foreboding forest, and a tallspired castle can be seen through the gloom. After 24 hours, you and your allies return to the exact location you left though you may choose to leave earlier. A description of this item can be found in the Dungeon Master’s Guide. Regardless of its nature, the place 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. |
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2020-01-03 19:00 | DDAL05-18 The Mysterious Isle | 1 | Show | |||||
Studded Leather, +2 |
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2020-01-04 05:48 | Trade Log | -15 | Show Trade Log | |||||
Traded Jedediah's Studded Leather, +2 for Skunk's Tome of Leadership and Influence |
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2020-01-04 10:58 | Trade Log | -15 | Show Trade Log | |||||
Traded Jedediah's Tome of Leadership and Influence for Billetera de la Prisión's Greataxe, +3 Rob F. 7100843139 PC: |
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2020-08-23 02:30 | DDAL00-12d The Devil's Song | 1 | Show | |||||
A Pale Devil. Defeated the ancient white dragon. Staff of the Magi. Staff, legendary (requires attunement by a sorcerer, warlock, or wizard). Ollamh Harp. Wondrous item, legendary (requires attunement by a bard). |
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2021-08-20 11:00 | DDAL06-03 Crypt of the Death Giants | 1 | Show | |||||
Belt of Storm Giant Strength. Wondrous item, legendary (requires attunement). While wearing this belt, your Strength score changes to 29. The item has no effect on you if your Strength without the belt is equal to or greater than 29. The storm giant quintessent Dessa imbued this belt with her elemental strength. When the belt’s fantastic strength is used lightning dances around the wearer while a warm desert wind blows in the area. This item can be found in the Dungeon Masters Guide. Hall of Mirth. Characters can spend time in the Hall of Mirth learning about giant kind and ancient Ostoria and the giant language. At the conclusion of this adventure a character may choose to learn the giant language for 50 downtime days. In addition at the conclusion of this adventure a character may choose to learn about Ostoria, by spending 50 downtime days the character will have advantage on any future rolls regarding giants or Ostoria. Hall of Omens. Characters can spend time in the Hall of Omens learning about signs and portents. A wizard of the school of divination may spend 200 downtime days to gain 1 additional portent dice. Any other character may spend 50 downtime days to gain 3 Luck Points and may use them as the Lucky feat. Once the 3 Luck Points are spent they are not regained. Hall of Honor. Characters can spend time in the hall of honor learning about the deeds of the ancient Ostorian Honor Guard. A character who spends 25 downtime days will gain advantage in dealings with true giants (Cloud, Hill, Fire, Stone, or Storm) when the subject of the Ostorian Honor Guard can be included in the conversation. Death's End. You helped defeat Kiaransalee’s cult of Undying Might and prevented many Death Giants from being created and used by Kiaransalee. (See the D&D Epic DDEP06-03 Hecatomb). |
Date Played | Adventure Title | Session | XP | GP | Downtime | Renown | Magic Items | |
---|---|---|---|---|---|---|---|---|
2019-12-28 12:30 | DDAL00-10 Trust and Understanding | 1 | 4500 | Ioun Stone of Greater Absorption | Show | |||
Ioun Stone of Greater Absorption. Wondrous item, legendary (requires attunement). This lavender and green stone has been fashioned into the shape of a strange dragon; it has a long, sinewy neck, a body like a serpent, four stout legs, and two long whiskers that almost look like a mustache. This is what the dragons of far-off Shou Lung in Kara-Tur look like. While this marbled object orbits your head, you can use your reaction to cancel a spell of 8th level or lower cast by a creature you can see and targeting only you. Once the stone has canceled 50 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it. This item is found on Magic Item Table I in the Dungeon Master’s Guide. Potion of Invulnerability. |
||||||||
2020-01-01 14:00 | DDAL00-01 Window to the Past | 1 | 4500 | Adamantine Plate, Rod of Security | Show | |||
Adamantine Plate. Armor (any metal), uncommon. Appearing almost decorative, this suit of highly polished adamantine armor hails from ancient Netheril and is adorned in minute runes of protection. A description of this item can be found in the Dungeon Master’s Guide. This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit. Rod of Security. Rod, Very Rare. This wrought iron rod is covered in tiny padlocks and always cold to the touch. The rod will transport you and up to six willing companions to a comfortable cabin with no exit save for the rod. The windows display a dark and foreboding forest, and a tallspired castle can be seen through the gloom. After 24 hours, you and your allies return to the exact location you left though you may choose to leave earlier. A description of this item can be found in the Dungeon Master’s Guide. Regardless of its nature, the place 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. |
||||||||
2020-01-03 19:00 | DDAL05-18 The Mysterious Isle | 1 | 3000 | Studded Leather, +2 | Show | |||
Studded Leather, +2 |
||||||||
2020-01-04 05:48 | Trade Log | -15 | Studded Leather, +2 > Tome of Leadership and Influence | Show Trade Log | ||||
Traded Jedediah's Studded Leather, +2 for Skunk's Tome of Leadership and Influence |
||||||||
2020-01-04 10:58 | Trade Log | -15 | Tome of Leadership and Influence > Greataxe, +3 | Show Trade Log | ||||
Traded Jedediah's Tome of Leadership and Influence for Billetera de la Prisión's Greataxe, +3 Rob F. 7100843139 PC: |
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2020-08-23 02:30 | DDAL00-12d The Devil's Song | 1 | 1500 | Staff of the Magi | Show | |||
A Pale Devil. Defeated the ancient white dragon. Staff of the Magi. Staff, legendary (requires attunement by a sorcerer, warlock, or wizard). Ollamh Harp. Wondrous item, legendary (requires attunement by a bard). |
||||||||
2021-08-20 11:00 | DDAL06-03 Crypt of the Death Giants | 1 | 3000 | Belt of Storm Giant Strength | Show | |||
Belt of Storm Giant Strength. Wondrous item, legendary (requires attunement). While wearing this belt, your Strength score changes to 29. The item has no effect on you if your Strength without the belt is equal to or greater than 29. The storm giant quintessent Dessa imbued this belt with her elemental strength. When the belt’s fantastic strength is used lightning dances around the wearer while a warm desert wind blows in the area. This item can be found in the Dungeon Masters Guide. Hall of Mirth. Characters can spend time in the Hall of Mirth learning about giant kind and ancient Ostoria and the giant language. At the conclusion of this adventure a character may choose to learn the giant language for 50 downtime days. In addition at the conclusion of this adventure a character may choose to learn about Ostoria, by spending 50 downtime days the character will have advantage on any future rolls regarding giants or Ostoria. Hall of Omens. Characters can spend time in the Hall of Omens learning about signs and portents. A wizard of the school of divination may spend 200 downtime days to gain 1 additional portent dice. Any other character may spend 50 downtime days to gain 3 Luck Points and may use them as the Lucky feat. Once the 3 Luck Points are spent they are not regained. Hall of Honor. Characters can spend time in the hall of honor learning about the deeds of the ancient Ostorian Honor Guard. A character who spends 25 downtime days will gain advantage in dealings with true giants (Cloud, Hill, Fire, Stone, or Storm) when the subject of the Ostorian Honor Guard can be included in the conversation. Death's End. You helped defeat Kiaransalee’s cult of Undying Might and prevented many Death Giants from being created and used by Kiaransalee. (See the D&D Epic DDEP06-03 Hecatomb). |