Jedediah Salt

Season:
9
Race:
Variant Human
Class:
Fighter
Background:
Lifestyle:
None
Current Level:
20
Total GP:
18590
Total Downtime:
-280
Tag:
Faction:
Emerald Enclave
Faction Rank:
Winterstalker (rank 4)
Magic Item Count:
10
Magic Item Limit:
10
Charlatan’s Die,
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
2019-12-17 11:00 CCC-BMG-13 PHLAN1-1 Sepulture 1 1 800 Shield, +3 Show

Miltiades’s Shield. Armor (shield), very rare. This shield is decorated with symbols of service and fealty. The shield empathically encourages service to others and whenever the bearer considers performing a selfish act, the shield enhances pangs of conscience. While holding this shield, you have a +3 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.

2019-11-27 18:00 CCC-GARY-07 The Mirror Cities of Gulthias 1 1 240 Cloak of Elvenkind Show DM Log
2019-10-20 19:00 CCC-GLIP-0101 Glip Dak 1 1 40 Greatsword, +1, Charlatan’s Die Show

Arrk’s Greatsword (+1 Greatsword). Weapon (greatsword), uncommon. You have a +1 bonus to attack and damage rolls made with this magic weapon. Arrk was a troll mercenary known for his brutality, loyalty, and reliability. He worked throughout the Moonsea region and was infamous for carrying an enchanted greatsword that dripped blood whenever it was unsheathed, which Arrk would lick when he was bored or annoyed. Arrk vanished decades ago while exploring ancient rune in the Troll Hills of Thar. His sword was recovered not long after the founding of Glip Dak. While the sword could once store and release powerful spells, something unusual is now stored within and refuses to be released. The greatsword has a long, rune covered blade that drips blood whenever the sword is unsheathed. The wide blade is decorated with Netherese runes, and the handle is wrapped in basilisk hide. A large gem pulses at the center of the cross guard. This item can be found in the Dungeon Master’s Guide.

Manke’s Die (Charlatan’s Die). Wondrous Item, common (requires attunement). Whenever you roll this six-sided die, you can control which number it rolls. This item can be found in Xanathar’s Guide to Everything.

Glip Dak Lawbreaker. You broke the laws of the black market. Because of this, you were captured by the Kroth Magg hobgoblins and punished. While most punishment involves serving backbreaking labor until one faints from exhaustion, the Kroth Magg are known to be inventive with their punishments, which includes events such as being stuffed into a burlap sack filled with rats and thrown in a pond, or forced to fight wyvern hatchlings barehanded to a jeering crowd. Somehow you survived and were released by the Glip Dak hobgoblins. The guards have more important things to deal with. Unless playing another Glip Dak adventure immediately after this one, the next 5 downtime days you earn are automatically expended surviving your punishment.

2019-12-21 08:30 CCC-GSP-NTHR01-01 A Night of Sorrows 1 1 800 Amulet of Health Show

Amulet of Health. Wondrous Item, Rare. Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher. This item is found in the Dungeon Master’s Guide. This obsidian amulet was given to Tenebris Umbra by Kothys. When attuned to this item, the essence of the Shadowfell imbued into it by Kothys turns its owner’s body deathly cold and numbs the skin it touches.

Twilight Falls. Characters have put an end to the Sorrowsworn and their source, but have also revealed its existence to the inhabitants of Dusklight. With their newfound knowledge, numerous settlers have left, leaving it a shell of what it once was.

2019-11-04 19:00 CCC-LINKS-01 Champion of the People 1 1 120 Belt of Hill Giant Strength Show

“Fat” Markoth’s Cummerbund. Wondrous Item, rare (requires attunement). Markoth – “Fat Mar” to those that didn’t truly know him – treasured this reinforced, velvety waistband above all other possessions. He wore it every day in life but was never able to fully grasp its benefits despite being attuned to it: while attuned, the wearer’s strength becomes 21 and, once per day, the wearer has advantage on one saving throw that might otherwise result in a level of exhaustion. A description of this item can be found in the Dungeon Master’s Guide under the entry ‘Belt of Giant Strength (Hill)’.

2019-11-19 18:00 CCC-SFBAY-0202 Rise of the Ogre King 1 1 120 Amulet of Health Show

Amulet of Health. Wondrous Item, Rare. This amulet made up of a bloodstone flanked by troll fangs. The cord that holds it is made of troll hide. Characters who wear this amulet tend to feel invincible when entering melee combat, but they have an aversion to fire. It’s almost as if they think they are vulnerable to fire. Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher without it.

Fangjaws Citizen. You have been branded a citizen of Fangjaws Hold. While you have no featly to this monster town, you wear its brand; consequently, any enemy of Fangjaws that sees the brand, such as the Burning Dagger orcs, will start with a hostile attitude towards you. On the good side, all orcs, goblinoids and ogres that are under Fangjaw’s protection will give you and your traveling companions safe passage.

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.

2019-12-12 18:00 DDAL00-03 Those That Came Before 1 1 800 Wand of Wonder, Rod of Alertness Show

Rooster (Wand of Wonder). Wand, rare (requires attunement by a spellcaster). Rhaugilath’s efforts to record the history of the Netherese Empire sometimes incorporated some unsavory elements… such as the transmogrification of a chaos sorcerer into this elegant wand. Covered in swirls, whorls, dizzying patterns, knobs, and clicky bits, it thrums and hums in your hand. This item can be found in the Dungeon Master’s Guide.

Rod of Alertness. Rod, very rare (requires attunement). This slender crystal rod is topped with flanged head made of obsidian, and tipped with horrifically sharp silver needles. The center seems to be filled with a curious liquid, within which several free-floating eyes can be spotted. This item can be found in the Dungeon Master’s Guide.

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.

2019-11-06 19:00 DDAL00-11d The Love Triangle Contract 1 1 90 Moon-Touched Longsword Show
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).

2020-01-03 19:00 DDAL05-18 The Mysterious Isle 1 1 3000 Studded Leather, +2 Show

Studded Leather, +2

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).

2019-12-21 12:32 DDAL06-03 Crypt of the Death Giants 1 Belt of Storm Giant Strength Show DM Log
2019-10-09 21:00 DDAL09-01 Escape from Elturgard 1 1 20 Show

Part 2: The Miller

2019-10-09 20:00 DDAL09-01 Escape from Elturgard 1 1 20 Show

Part 1: The Smith

2019-11-20 19:00 DDHC-MORD-01 Riddle of the Raven Queen 1 1 120 Show
2019-11-27 19:00 DDHC-MORD-01 Riddle of the Raven Queen 2 1 90 Cloak of the Bat (Raven) Show

Cloak of the Bat (Raven). Wondrous item, rare (requires attunement). In addition to the sudden appearance of the Starsinger, the character that the ravens took the Visage from has a cloak of the bat draped over their shoulders. This cloak is made of hundreds of large, black feathers, and instead of transforming its wearer into a bat, this cloak allows its wearer to transform into a raven.

2019-12-04 19:00 DDHC-MORD-01 Riddle of the Raven Queen 3 1 90 Gwa’thern Faln, Mithral Plate, Emerald of the War Mage Show

Gwa’thern Faln. Weapon (longbow), rare (requires attunement). This ancient longbow’s staff is fashioned from a thick, gnarled piece of yew and polished to a lustrous shine. The weapon (whose name means Shadowbreaker in Elvish) was once wielded by a legendary elven warrior.

You gain a +1 bonus to attack and damage rolls made with this magic weapon—which can also be used as a quarterstaff. By whispering the bow’s name and firing an arrow at a point you can see within 60 feet, you can use an action to cast faerie fire (save DC 15). Once used, this property of the bow can’t be used again until the following dawn.

Mithral Plate. Armor (plate), uncommon. Ghoriliath wears a suit of mithral plate emblazoned with an unblinking, lidless eye in the center of the breastplate.

Emerald of the War Mage. Wondrous item, common (requires attunement by a spellcaster).

2019-10-27 19:30 DDHC-TYP Tales from the Yawning Portal 1 1 240 Ring of Spell Storing, Goggles of Night, Blackrazor 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.

Date Played Adventure Title ▲ Tier Session ACP TCP Downtime Renown
2019-12-17 11:00 CCC-BMG-13 PHLAN1-1 Sepulture 1 Show

Miltiades’s Shield. Armor (shield), very rare. This shield is decorated with symbols of service and fealty. The shield empathically encourages service to others and whenever the bearer considers performing a selfish act, the shield enhances pangs of conscience. While holding this shield, you have a +3 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.

2019-11-27 18:00 CCC-GARY-07 The Mirror Cities of Gulthias 2 1 Show DM Log
2019-10-20 19:00 CCC-GLIP-0101 Glip Dak 1 Show

Arrk’s Greatsword (+1 Greatsword). Weapon (greatsword), uncommon. You have a +1 bonus to attack and damage rolls made with this magic weapon. Arrk was a troll mercenary known for his brutality, loyalty, and reliability. He worked throughout the Moonsea region and was infamous for carrying an enchanted greatsword that dripped blood whenever it was unsheathed, which Arrk would lick when he was bored or annoyed. Arrk vanished decades ago while exploring ancient rune in the Troll Hills of Thar. His sword was recovered not long after the founding of Glip Dak. While the sword could once store and release powerful spells, something unusual is now stored within and refuses to be released. The greatsword has a long, rune covered blade that drips blood whenever the sword is unsheathed. The wide blade is decorated with Netherese runes, and the handle is wrapped in basilisk hide. A large gem pulses at the center of the cross guard. This item can be found in the Dungeon Master’s Guide.

Manke’s Die (Charlatan’s Die). Wondrous Item, common (requires attunement). Whenever you roll this six-sided die, you can control which number it rolls. This item can be found in Xanathar’s Guide to Everything.

Glip Dak Lawbreaker. You broke the laws of the black market. Because of this, you were captured by the Kroth Magg hobgoblins and punished. While most punishment involves serving backbreaking labor until one faints from exhaustion, the Kroth Magg are known to be inventive with their punishments, which includes events such as being stuffed into a burlap sack filled with rats and thrown in a pond, or forced to fight wyvern hatchlings barehanded to a jeering crowd. Somehow you survived and were released by the Glip Dak hobgoblins. The guards have more important things to deal with. Unless playing another Glip Dak adventure immediately after this one, the next 5 downtime days you earn are automatically expended surviving your punishment.

2019-12-21 08:30 CCC-GSP-NTHR01-01 A Night of Sorrows 1 Show

Amulet of Health. Wondrous Item, Rare. Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher. This item is found in the Dungeon Master’s Guide. This obsidian amulet was given to Tenebris Umbra by Kothys. When attuned to this item, the essence of the Shadowfell imbued into it by Kothys turns its owner’s body deathly cold and numbs the skin it touches.

Twilight Falls. Characters have put an end to the Sorrowsworn and their source, but have also revealed its existence to the inhabitants of Dusklight. With their newfound knowledge, numerous settlers have left, leaving it a shell of what it once was.

2019-11-04 19:00 CCC-LINKS-01 Champion of the People 1 Show

“Fat” Markoth’s Cummerbund. Wondrous Item, rare (requires attunement). Markoth – “Fat Mar” to those that didn’t truly know him – treasured this reinforced, velvety waistband above all other possessions. He wore it every day in life but was never able to fully grasp its benefits despite being attuned to it: while attuned, the wearer’s strength becomes 21 and, once per day, the wearer has advantage on one saving throw that might otherwise result in a level of exhaustion. A description of this item can be found in the Dungeon Master’s Guide under the entry ‘Belt of Giant Strength (Hill)’.

2019-11-19 18:00 CCC-SFBAY-0202 Rise of the Ogre King 1 Show

Amulet of Health. Wondrous Item, Rare. This amulet made up of a bloodstone flanked by troll fangs. The cord that holds it is made of troll hide. Characters who wear this amulet tend to feel invincible when entering melee combat, but they have an aversion to fire. It’s almost as if they think they are vulnerable to fire. Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher without it.

Fangjaws Citizen. You have been branded a citizen of Fangjaws Hold. While you have no featly to this monster town, you wear its brand; consequently, any enemy of Fangjaws that sees the brand, such as the Burning Dagger orcs, will start with a hostile attitude towards you. On the good side, all orcs, goblinoids and ogres that are under Fangjaw’s protection will give you and your traveling companions safe passage.

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.

2019-12-12 18:00 DDAL00-03 Those That Came Before 1 Show

Rooster (Wand of Wonder). Wand, rare (requires attunement by a spellcaster). Rhaugilath’s efforts to record the history of the Netherese Empire sometimes incorporated some unsavory elements… such as the transmogrification of a chaos sorcerer into this elegant wand. Covered in swirls, whorls, dizzying patterns, knobs, and clicky bits, it thrums and hums in your hand. This item can be found in the Dungeon Master’s Guide.

Rod of Alertness. Rod, very rare (requires attunement). This slender crystal rod is topped with flanged head made of obsidian, and tipped with horrifically sharp silver needles. The center seems to be filled with a curious liquid, within which several free-floating eyes can be spotted. This item can be found in the Dungeon Master’s Guide.

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.

2019-11-06 19:00 DDAL00-11d The Love Triangle Contract 1 Show
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).

2020-01-03 19:00 DDAL05-18 The Mysterious Isle 1 Show

Studded Leather, +2

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).

2019-12-21 12:32 DDAL06-03 Crypt of the Death Giants 1 Show DM Log
2019-10-09 21:00 DDAL09-01 Escape from Elturgard 1 Show

Part 2: The Miller

2019-10-09 20:00 DDAL09-01 Escape from Elturgard 1 Show

Part 1: The Smith

2019-11-20 19:00 DDHC-MORD-01 Riddle of the Raven Queen 1 Show
2019-11-27 19:00 DDHC-MORD-01 Riddle of the Raven Queen 2 Show

Cloak of the Bat (Raven). Wondrous item, rare (requires attunement). In addition to the sudden appearance of the Starsinger, the character that the ravens took the Visage from has a cloak of the bat draped over their shoulders. This cloak is made of hundreds of large, black feathers, and instead of transforming its wearer into a bat, this cloak allows its wearer to transform into a raven.

2019-12-04 19:00 DDHC-MORD-01 Riddle of the Raven Queen 3 Show

Gwa’thern Faln. Weapon (longbow), rare (requires attunement). This ancient longbow’s staff is fashioned from a thick, gnarled piece of yew and polished to a lustrous shine. The weapon (whose name means Shadowbreaker in Elvish) was once wielded by a legendary elven warrior.

You gain a +1 bonus to attack and damage rolls made with this magic weapon—which can also be used as a quarterstaff. By whispering the bow’s name and firing an arrow at a point you can see within 60 feet, you can use an action to cast faerie fire (save DC 15). Once used, this property of the bow can’t be used again until the following dawn.

Mithral Plate. Armor (plate), uncommon. Ghoriliath wears a suit of mithral plate emblazoned with an unblinking, lidless eye in the center of the breastplate.

Emerald of the War Mage. Wondrous item, common (requires attunement by a spellcaster).

2019-10-27 19:30 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.

Date Played Adventure Title ▲ Session XP GP Downtime Renown Magic Items
2019-12-17 11:00 CCC-BMG-13 PHLAN1-1 Sepulture 1 800 Shield, +3 Show

Miltiades’s Shield. Armor (shield), very rare. This shield is decorated with symbols of service and fealty. The shield empathically encourages service to others and whenever the bearer considers performing a selfish act, the shield enhances pangs of conscience. While holding this shield, you have a +3 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.

2019-11-27 18:00 CCC-GARY-07 The Mirror Cities of Gulthias 1 240 Cloak of Elvenkind Show DM Log
2019-10-20 19:00 CCC-GLIP-0101 Glip Dak 1 40 Greatsword, +1, Charlatan’s Die Show

Arrk’s Greatsword (+1 Greatsword). Weapon (greatsword), uncommon. You have a +1 bonus to attack and damage rolls made with this magic weapon. Arrk was a troll mercenary known for his brutality, loyalty, and reliability. He worked throughout the Moonsea region and was infamous for carrying an enchanted greatsword that dripped blood whenever it was unsheathed, which Arrk would lick when he was bored or annoyed. Arrk vanished decades ago while exploring ancient rune in the Troll Hills of Thar. His sword was recovered not long after the founding of Glip Dak. While the sword could once store and release powerful spells, something unusual is now stored within and refuses to be released. The greatsword has a long, rune covered blade that drips blood whenever the sword is unsheathed. The wide blade is decorated with Netherese runes, and the handle is wrapped in basilisk hide. A large gem pulses at the center of the cross guard. This item can be found in the Dungeon Master’s Guide.

Manke’s Die (Charlatan’s Die). Wondrous Item, common (requires attunement). Whenever you roll this six-sided die, you can control which number it rolls. This item can be found in Xanathar’s Guide to Everything.

Glip Dak Lawbreaker. You broke the laws of the black market. Because of this, you were captured by the Kroth Magg hobgoblins and punished. While most punishment involves serving backbreaking labor until one faints from exhaustion, the Kroth Magg are known to be inventive with their punishments, which includes events such as being stuffed into a burlap sack filled with rats and thrown in a pond, or forced to fight wyvern hatchlings barehanded to a jeering crowd. Somehow you survived and were released by the Glip Dak hobgoblins. The guards have more important things to deal with. Unless playing another Glip Dak adventure immediately after this one, the next 5 downtime days you earn are automatically expended surviving your punishment.

2019-12-21 08:30 CCC-GSP-NTHR01-01 A Night of Sorrows 1 800 Amulet of Health Show

Amulet of Health. Wondrous Item, Rare. Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher. This item is found in the Dungeon Master’s Guide. This obsidian amulet was given to Tenebris Umbra by Kothys. When attuned to this item, the essence of the Shadowfell imbued into it by Kothys turns its owner’s body deathly cold and numbs the skin it touches.

Twilight Falls. Characters have put an end to the Sorrowsworn and their source, but have also revealed its existence to the inhabitants of Dusklight. With their newfound knowledge, numerous settlers have left, leaving it a shell of what it once was.

2019-11-04 19:00 CCC-LINKS-01 Champion of the People 1 120 Belt of Hill Giant Strength Show

“Fat” Markoth’s Cummerbund. Wondrous Item, rare (requires attunement). Markoth – “Fat Mar” to those that didn’t truly know him – treasured this reinforced, velvety waistband above all other possessions. He wore it every day in life but was never able to fully grasp its benefits despite being attuned to it: while attuned, the wearer’s strength becomes 21 and, once per day, the wearer has advantage on one saving throw that might otherwise result in a level of exhaustion. A description of this item can be found in the Dungeon Master’s Guide under the entry ‘Belt of Giant Strength (Hill)’.

2019-11-19 18:00 CCC-SFBAY-0202 Rise of the Ogre King 1 120 Amulet of Health Show

Amulet of Health. Wondrous Item, Rare. This amulet made up of a bloodstone flanked by troll fangs. The cord that holds it is made of troll hide. Characters who wear this amulet tend to feel invincible when entering melee combat, but they have an aversion to fire. It’s almost as if they think they are vulnerable to fire. Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher without it.

Fangjaws Citizen. You have been branded a citizen of Fangjaws Hold. While you have no featly to this monster town, you wear its brand; consequently, any enemy of Fangjaws that sees the brand, such as the Burning Dagger orcs, will start with a hostile attitude towards you. On the good side, all orcs, goblinoids and ogres that are under Fangjaw’s protection will give you and your traveling companions safe passage.

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.

2019-12-12 18:00 DDAL00-03 Those That Came Before 1 800 Wand of Wonder, Rod of Alertness Show

Rooster (Wand of Wonder). Wand, rare (requires attunement by a spellcaster). Rhaugilath’s efforts to record the history of the Netherese Empire sometimes incorporated some unsavory elements… such as the transmogrification of a chaos sorcerer into this elegant wand. Covered in swirls, whorls, dizzying patterns, knobs, and clicky bits, it thrums and hums in your hand. This item can be found in the Dungeon Master’s Guide.

Rod of Alertness. Rod, very rare (requires attunement). This slender crystal rod is topped with flanged head made of obsidian, and tipped with horrifically sharp silver needles. The center seems to be filled with a curious liquid, within which several free-floating eyes can be spotted. This item can be found in the Dungeon Master’s Guide.

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.

2019-11-06 19:00 DDAL00-11d The Love Triangle Contract 1 90 Moon-Touched Longsword Show
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).

2020-01-03 19:00 DDAL05-18 The Mysterious Isle 1 3000 Studded Leather, +2 Show

Studded Leather, +2

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).

2019-12-21 12:32 DDAL06-03 Crypt of the Death Giants 1 Belt of Storm Giant Strength Show DM Log
2019-10-09 21:00 DDAL09-01 Escape from Elturgard 1 20 Show

Part 2: The Miller

2019-10-09 20:00 DDAL09-01 Escape from Elturgard 1 20 Show

Part 1: The Smith

2019-11-20 19:00 DDHC-MORD-01 Riddle of the Raven Queen 1 120 Show
2019-11-27 19:00 DDHC-MORD-01 Riddle of the Raven Queen 2 90 Cloak of the Bat (Raven) Show

Cloak of the Bat (Raven). Wondrous item, rare (requires attunement). In addition to the sudden appearance of the Starsinger, the character that the ravens took the Visage from has a cloak of the bat draped over their shoulders. This cloak is made of hundreds of large, black feathers, and instead of transforming its wearer into a bat, this cloak allows its wearer to transform into a raven.

2019-12-04 19:00 DDHC-MORD-01 Riddle of the Raven Queen 3 90 Gwa’thern Faln, Mithral Plate, Emerald of the War Mage Show

Gwa’thern Faln. Weapon (longbow), rare (requires attunement). This ancient longbow’s staff is fashioned from a thick, gnarled piece of yew and polished to a lustrous shine. The weapon (whose name means Shadowbreaker in Elvish) was once wielded by a legendary elven warrior.

You gain a +1 bonus to attack and damage rolls made with this magic weapon—which can also be used as a quarterstaff. By whispering the bow’s name and firing an arrow at a point you can see within 60 feet, you can use an action to cast faerie fire (save DC 15). Once used, this property of the bow can’t be used again until the following dawn.

Mithral Plate. Armor (plate), uncommon. Ghoriliath wears a suit of mithral plate emblazoned with an unblinking, lidless eye in the center of the breastplate.

Emerald of the War Mage. Wondrous item, common (requires attunement by a spellcaster).

2019-10-27 19:30 DDHC-TYP Tales from the Yawning Portal 1 240 Ring of Spell Storing, Goggles of Night, Blackrazor 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.