Big Hoss

Season:
9
Race:
Variant Human
Class:
Fighter
Background:
Lifestyle:
None
Current Level:
16
Total GP:
11474
Total Downtime:
65
Tag:
Faction:
Order of the Gauntlet
Faction Rank:
Whitehawk (rank 3)
Magic Item Count:
17
Magic Item Limit:
6
Saddle of the Cavalier,
Cloak of Displacement,
Glaive +2,
Animated Shield,
Dwarven Plate,
Ring of Acid Resistance,
Instrument of the Bards (Doss Lute),
Eyes of the Eagle,
Brooch of Shielding,
Sentinel Shield,
Bag of Holding,
Horn of Blasting,
Wand of Polymorph,
Staff of Withering,
Longbow +2,
Tome of Clear Thought,
Storm Goblet (Tankard of Sobriety),
Quintessence’s Edge (Frost Brand Greatsword)

Log Entries

Date Played ▼ Adventure Title Session Levels GP Downtime Magic Items
2023-08-22 10:36 Trade Log -5 Quintessence’s Edge (Frost Brand Scimitar) > Quintessence’s Edge (Frost Brand Greatsword) Show Trade Log

Traded Aethelas' Quintessence’s Edge (Frost Brand Greatsword) for Big Hoss' Quintessence’s Edge (Frost Brand Scimitar).

2023-03-02 19:00 SJ-DC-WINE-01 Thunderstorm & Wine 1 1 8333 10 Quintessence’s Edge (Frost Brand Scimitar), Storm Goblet (Tankard of Sobriety) Show

Quintessence’s Edge (Frost Brand Scimitar). Weapon, very rare (requires attunement). The storm silver blade shimmers with icy blue runes and an etching of grapevines are wrapped throughout the hilt. Guardian. The item crackles and electrically shocks a warning to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.

Storm Goblet (Tankard of Sobriety). Wondrous item, common. This tankard has a stern face sculpted into one side. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison.

2023-01-07 18:00 DDHC-MORD-02 The Lich-Queen’s Begotten 1 1 1120 10 Tome of Clear Thought Show

Tome of Clear Thought. Wondrous item, very rare. This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Potion of Vitality. Potion, very rare. When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend. The potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat.

Elixir of Health. Potion, rare. When you drink this potion, it cures any disease afflicting you, and it removes the blinded, deafened, paralyzed, and poisoned conditions. The clear red liquid has tiny bubbles of light in it.

Potion of Heroism. Potion, rare. For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the bless spell (no concentration required). This blue potion bubbles and steams as if boiling.

2021-10-26 18:30 DDHC-CM: Alkazaar’s Appendix 1 1 1795 10 Animated Shield, Dwarven Plate, Ring of Acid Resistance, Instrument of the Bards (Doss Lute), Eyes of the Eagle, Brooch of Shielding, Sentinel Shield, Bag of Holding, Horn of Blasting, Wand of Polymorph, Staff of Withering, Longbow +2 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.

Ring of Acid Resistance. Ring, rare (requires attunement). You have resistance to acid damage while wearing this pearl ring.

Horn of Blasting. Wondrous item, rare. You can use an action to speak the horn’s command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn’t deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6. Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn.

Instrument of the Bards (Doss Lute). Wondrous Item, uncommon (requires attunement by a Bard).

Eyes of the Eagle. Wondrous Item, uncommon (requires attunement). These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.

Brooch of Shielding. Wondrous Item, uncommon (requires attunement). While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell.

Sentinel Shield. Armor (shield), uncommon. While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye.

Bag of Holding. Wondrous Item, uncommon.

Potion of Healing (Greater). Potion, uncommon. You regain 4d4 + 4 hit points when you drink this potion. The potion's red liquid glimmers when agitated.

Spell Scroll of Wish. Scroll, legendary.

Wand of Polymorph. Wand, very rare (requires attunement by a Spellcaster). This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Staff of Withering. Staff, rare (requires attunement by a Cleric, Druid, or Warlock). This staff has 3 charges and regains 1d3 expended charges daily at dawn. The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.

Longbow +2. Weapon (longbow), rare.

2021-10-20 14:09 Purchase Log -400 Show Purchase

Purchased Warhorse.

2021-10-20 13:37 Downtime Catchup 4 -40 Show
2020-05-24 06:00 DDHC-TYP Tales from the Yawning Portal 1 1 240 20 Glaive +2 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.

2020-05-23 20:03 Trade Log -15 Headband of Intellect > Longbow of Warning Show Trade Log

Traded Big Hoss' Headband of Intellect for Baselius' Longbow of Warning

Character: Baselius Tidebringer
Source: Dragon of icespire peak (tower of storms)
Item: Longbow of warning

2020-05-01 14:30 DDAL05-17 Hartkiller’s Horn 1 1 60 20 Dagger of Venom Show

Dagger of Venom. Weapon (dagger), rare. You gain a +1 bonus to attack and damage rolls made with this magic weapon. You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can’t be used this way again until the next dawn. The pommel of this wicked looking dagger looks like a black viper with a forked blade worked to resemble the tongue. This item can be found in the Dungeon Master’s Guide.

Gratitude of Hartkiller. In spreading the truth about the events that unfolded in Hartsvale, you find yourself blessed by the All-Father and gain temporary use of the Lucky feat, except that any expended luck points don’t return. Once all three points have been spent, remove this story award.

2020-05-01 09:00 DDAL05-5 A Dish Best Served Cold 1 1 86 20 Cloak of Displacement Show

4 gp - Purchased Cold Weather Gear from Wum's Cold Weather Emporium.

Cloak of Displacement. Wondrous Item, rare (requires attunement). While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move. This item can be found in the Dungeon Master’s Guide.

This cloak is made of the pelt of a smooth, black-furred creature. A bone toggle fastens the cloak around its wearer’s neck. Close examination of the gold-embroidered hem reveals a poem that reads (in Common): “Six men in pain; six men rent. Blood, it falls like rain; broken bodies bent. Six men plead; and six men cry; Tearing arm and leg, six men die.”

Frontier Friend. If the characters free Burleigh by convincing Scarn Mikel to let him go peacefully, the Blood Riders gain a new respect for the Frontier Scouts. As a result, the riders stop bullying the scouts and they stay out of one another’s way. As long as you possess this story award, you have advantage on Charisma (Intimidation) and (Persuasion) checks made to influence any member of the Frontier Scouts.

2020-03-23 19:00 CCC-REAP-01 Red War: Lost Ashes of a Wayward Gnome 1 1 120 20 Saddle of the Cavalier Show

The Choralier’s Companion (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. Any mount that wears this saddle possesses a phenomenal gift for singing—the song selection, frequency, and volume depends on the temperament of the mount, but it’s beautiful and almost always entertaining. This effect does not grant any additional languages to the mount. This item can be found in the Dungeon Master’s Guide.

2020-01-05 22:41 Downtime Catchup 1 0 Show
2020-01-05 15:00 DDAL07-01 A City on the Edge 1 1 20 10 Show

Part 4.

2019-12-31 16:42 Trade Log -15 Instrument of the Bards - Mac-Fuirmidh Cittern > Headband of Intellect Show Trade Log

Traded Appal's Headband of Intellect for Big Hoss' Mac-Fuirmidh Cittern.

2019-12-31 14:00 CCC-THENT-0103 The Dreaming Relic 1 1 80 10 Instrument of the Bards - Mac-Fuirmidh Cittern Show

Instrument of the Bards - Mac-Fuirmidh Cittern. Wondrous item, uncommon (requires attunement by a bard). This stringed instrument is made of a purplish wood, with grain that whorls rather than running in straight lines. A sun of worked silver seems to be rising from the base of the cittern. 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. Once the cittern 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. The cittern can cast the following spells: barkskin, cure wounds, fly, fog cloud, invisibility, levitate, protection from good and evil.

Knowledge of the Vault. You returned information of surviving scrolls within the Vault to Vayu Ashvin, silver mage of Thentia. Overcome with appreciation, Vayu offers you room and board at his tower any time you are in Thentia. In addition, this information may prove useful during a future adventure.

2019-12-23 21:30 DDEX1-1 Defiance in Phlan 1 1 20 10 Show

Mission 3: The Dead at Highsun.

Date Played ▼ Adventure Title Tier Session ACP TCP Downtime Renown
2023-08-22 10:36 Trade Log -5 Show Trade Log

Traded Aethelas' Quintessence’s Edge (Frost Brand Greatsword) for Big Hoss' Quintessence’s Edge (Frost Brand Scimitar).

2023-03-02 19:00 SJ-DC-WINE-01 Thunderstorm & Wine 1 10 Show

Quintessence’s Edge (Frost Brand Scimitar). Weapon, very rare (requires attunement). The storm silver blade shimmers with icy blue runes and an etching of grapevines are wrapped throughout the hilt. Guardian. The item crackles and electrically shocks a warning to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.

Storm Goblet (Tankard of Sobriety). Wondrous item, common. This tankard has a stern face sculpted into one side. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison.

2023-01-07 18:00 DDHC-MORD-02 The Lich-Queen’s Begotten 1 10 Show

Tome of Clear Thought. Wondrous item, very rare. This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Potion of Vitality. Potion, very rare. When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend. The potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat.

Elixir of Health. Potion, rare. When you drink this potion, it cures any disease afflicting you, and it removes the blinded, deafened, paralyzed, and poisoned conditions. The clear red liquid has tiny bubbles of light in it.

Potion of Heroism. Potion, rare. For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the bless spell (no concentration required). This blue potion bubbles and steams as if boiling.

2021-10-26 18:30 DDHC-CM: Alkazaar’s Appendix 1 10 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.

Ring of Acid Resistance. Ring, rare (requires attunement). You have resistance to acid damage while wearing this pearl ring.

Horn of Blasting. Wondrous item, rare. You can use an action to speak the horn’s command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn’t deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6. Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn.

Instrument of the Bards (Doss Lute). Wondrous Item, uncommon (requires attunement by a Bard).

Eyes of the Eagle. Wondrous Item, uncommon (requires attunement). These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.

Brooch of Shielding. Wondrous Item, uncommon (requires attunement). While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell.

Sentinel Shield. Armor (shield), uncommon. While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye.

Bag of Holding. Wondrous Item, uncommon.

Potion of Healing (Greater). Potion, uncommon. You regain 4d4 + 4 hit points when you drink this potion. The potion's red liquid glimmers when agitated.

Spell Scroll of Wish. Scroll, legendary.

Wand of Polymorph. Wand, very rare (requires attunement by a Spellcaster). This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Staff of Withering. Staff, rare (requires attunement by a Cleric, Druid, or Warlock). This staff has 3 charges and regains 1d3 expended charges daily at dawn. The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.

Longbow +2. Weapon (longbow), rare.

2021-10-20 14:09 Purchase Log Show Purchase

Purchased Warhorse.

2021-10-20 13:37 Downtime Catchup -40 Show
2020-05-24 06:00 DDHC-TYP Tales from the Yawning Portal 1 20 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.

2020-05-23 20:03 Trade Log -15 Show Trade Log

Traded Big Hoss' Headband of Intellect for Baselius' Longbow of Warning

Character: Baselius Tidebringer
Source: Dragon of icespire peak (tower of storms)
Item: Longbow of warning

2020-05-01 14:30 DDAL05-17 Hartkiller’s Horn 1 20 Show

Dagger of Venom. Weapon (dagger), rare. You gain a +1 bonus to attack and damage rolls made with this magic weapon. You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can’t be used this way again until the next dawn. The pommel of this wicked looking dagger looks like a black viper with a forked blade worked to resemble the tongue. This item can be found in the Dungeon Master’s Guide.

Gratitude of Hartkiller. In spreading the truth about the events that unfolded in Hartsvale, you find yourself blessed by the All-Father and gain temporary use of the Lucky feat, except that any expended luck points don’t return. Once all three points have been spent, remove this story award.

2020-05-01 09:00 DDAL05-5 A Dish Best Served Cold 1 20 Show

4 gp - Purchased Cold Weather Gear from Wum's Cold Weather Emporium.

Cloak of Displacement. Wondrous Item, rare (requires attunement). While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move. This item can be found in the Dungeon Master’s Guide.

This cloak is made of the pelt of a smooth, black-furred creature. A bone toggle fastens the cloak around its wearer’s neck. Close examination of the gold-embroidered hem reveals a poem that reads (in Common): “Six men in pain; six men rent. Blood, it falls like rain; broken bodies bent. Six men plead; and six men cry; Tearing arm and leg, six men die.”

Frontier Friend. If the characters free Burleigh by convincing Scarn Mikel to let him go peacefully, the Blood Riders gain a new respect for the Frontier Scouts. As a result, the riders stop bullying the scouts and they stay out of one another’s way. As long as you possess this story award, you have advantage on Charisma (Intimidation) and (Persuasion) checks made to influence any member of the Frontier Scouts.

2020-03-23 19:00 CCC-REAP-01 Red War: Lost Ashes of a Wayward Gnome 1 20 Show

The Choralier’s Companion (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. Any mount that wears this saddle possesses a phenomenal gift for singing—the song selection, frequency, and volume depends on the temperament of the mount, but it’s beautiful and almost always entertaining. This effect does not grant any additional languages to the mount. This item can be found in the Dungeon Master’s Guide.

2020-01-05 22:41 Downtime Catchup 0 Show
2020-01-05 15:00 DDAL07-01 A City on the Edge 1 10 Show

Part 4.

2019-12-31 16:42 Trade Log -15 Show Trade Log

Traded Appal's Headband of Intellect for Big Hoss' Mac-Fuirmidh Cittern.

2019-12-31 14:00 CCC-THENT-0103 The Dreaming Relic 1 10 Show

Instrument of the Bards - Mac-Fuirmidh Cittern. Wondrous item, uncommon (requires attunement by a bard). This stringed instrument is made of a purplish wood, with grain that whorls rather than running in straight lines. A sun of worked silver seems to be rising from the base of the cittern. 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. Once the cittern 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. The cittern can cast the following spells: barkskin, cure wounds, fly, fog cloud, invisibility, levitate, protection from good and evil.

Knowledge of the Vault. You returned information of surviving scrolls within the Vault to Vayu Ashvin, silver mage of Thentia. Overcome with appreciation, Vayu offers you room and board at his tower any time you are in Thentia. In addition, this information may prove useful during a future adventure.

2019-12-23 21:30 DDEX1-1 Defiance in Phlan 1 10 Show

Mission 3: The Dead at Highsun.

Date Played ▼ Adventure Title Session XP GP Downtime Renown Magic Items
2023-08-22 10:36 Trade Log -5 Quintessence’s Edge (Frost Brand Scimitar) > Quintessence’s Edge (Frost Brand Greatsword) Show Trade Log

Traded Aethelas' Quintessence’s Edge (Frost Brand Greatsword) for Big Hoss' Quintessence’s Edge (Frost Brand Scimitar).

2023-03-02 19:00 SJ-DC-WINE-01 Thunderstorm & Wine 1 8333 10 Quintessence’s Edge (Frost Brand Scimitar), Storm Goblet (Tankard of Sobriety) Show

Quintessence’s Edge (Frost Brand Scimitar). Weapon, very rare (requires attunement). The storm silver blade shimmers with icy blue runes and an etching of grapevines are wrapped throughout the hilt. Guardian. The item crackles and electrically shocks a warning to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.

Storm Goblet (Tankard of Sobriety). Wondrous item, common. This tankard has a stern face sculpted into one side. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison.

2023-01-07 18:00 DDHC-MORD-02 The Lich-Queen’s Begotten 1 1120 10 Tome of Clear Thought Show

Tome of Clear Thought. Wondrous item, very rare. This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Potion of Vitality. Potion, very rare. When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend. The potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat.

Elixir of Health. Potion, rare. When you drink this potion, it cures any disease afflicting you, and it removes the blinded, deafened, paralyzed, and poisoned conditions. The clear red liquid has tiny bubbles of light in it.

Potion of Heroism. Potion, rare. For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the bless spell (no concentration required). This blue potion bubbles and steams as if boiling.

2021-10-26 18:30 DDHC-CM: Alkazaar’s Appendix 1 1795 10 Animated Shield, Dwarven Plate, Ring of Acid Resistance, Instrument of the Bards (Doss Lute), Eyes of the Eagle, Brooch of Shielding, Sentinel Shield, Bag of Holding, Horn of Blasting, Wand of Polymorph, Staff of Withering, Longbow +2 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.

Ring of Acid Resistance. Ring, rare (requires attunement). You have resistance to acid damage while wearing this pearl ring.

Horn of Blasting. Wondrous item, rare. You can use an action to speak the horn’s command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn’t deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6. Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn.

Instrument of the Bards (Doss Lute). Wondrous Item, uncommon (requires attunement by a Bard).

Eyes of the Eagle. Wondrous Item, uncommon (requires attunement). These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.

Brooch of Shielding. Wondrous Item, uncommon (requires attunement). While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell.

Sentinel Shield. Armor (shield), uncommon. While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye.

Bag of Holding. Wondrous Item, uncommon.

Potion of Healing (Greater). Potion, uncommon. You regain 4d4 + 4 hit points when you drink this potion. The potion's red liquid glimmers when agitated.

Spell Scroll of Wish. Scroll, legendary.

Wand of Polymorph. Wand, very rare (requires attunement by a Spellcaster). This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Staff of Withering. Staff, rare (requires attunement by a Cleric, Druid, or Warlock). This staff has 3 charges and regains 1d3 expended charges daily at dawn. The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.

Longbow +2. Weapon (longbow), rare.

2021-10-20 14:09 Purchase Log -400 Show Purchase

Purchased Warhorse.

2021-10-20 13:37 Downtime Catchup -40 Show
2020-05-24 06:00 DDHC-TYP Tales from the Yawning Portal 1 240 20 Glaive +2 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.

2020-05-23 20:03 Trade Log -15 Headband of Intellect > Longbow of Warning Show Trade Log

Traded Big Hoss' Headband of Intellect for Baselius' Longbow of Warning

Character: Baselius Tidebringer
Source: Dragon of icespire peak (tower of storms)
Item: Longbow of warning

2020-05-01 14:30 DDAL05-17 Hartkiller’s Horn 1 60 20 Dagger of Venom Show

Dagger of Venom. Weapon (dagger), rare. You gain a +1 bonus to attack and damage rolls made with this magic weapon. You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can’t be used this way again until the next dawn. The pommel of this wicked looking dagger looks like a black viper with a forked blade worked to resemble the tongue. This item can be found in the Dungeon Master’s Guide.

Gratitude of Hartkiller. In spreading the truth about the events that unfolded in Hartsvale, you find yourself blessed by the All-Father and gain temporary use of the Lucky feat, except that any expended luck points don’t return. Once all three points have been spent, remove this story award.

2020-05-01 09:00 DDAL05-5 A Dish Best Served Cold 1 86 20 Cloak of Displacement Show

4 gp - Purchased Cold Weather Gear from Wum's Cold Weather Emporium.

Cloak of Displacement. Wondrous Item, rare (requires attunement). While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move. This item can be found in the Dungeon Master’s Guide.

This cloak is made of the pelt of a smooth, black-furred creature. A bone toggle fastens the cloak around its wearer’s neck. Close examination of the gold-embroidered hem reveals a poem that reads (in Common): “Six men in pain; six men rent. Blood, it falls like rain; broken bodies bent. Six men plead; and six men cry; Tearing arm and leg, six men die.”

Frontier Friend. If the characters free Burleigh by convincing Scarn Mikel to let him go peacefully, the Blood Riders gain a new respect for the Frontier Scouts. As a result, the riders stop bullying the scouts and they stay out of one another’s way. As long as you possess this story award, you have advantage on Charisma (Intimidation) and (Persuasion) checks made to influence any member of the Frontier Scouts.

2020-03-23 19:00 CCC-REAP-01 Red War: Lost Ashes of a Wayward Gnome 1 120 20 Saddle of the Cavalier Show

The Choralier’s Companion (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. Any mount that wears this saddle possesses a phenomenal gift for singing—the song selection, frequency, and volume depends on the temperament of the mount, but it’s beautiful and almost always entertaining. This effect does not grant any additional languages to the mount. This item can be found in the Dungeon Master’s Guide.

2020-01-05 22:41 Downtime Catchup 0 Show
2020-01-05 15:00 DDAL07-01 A City on the Edge 1 20 10 Show

Part 4.

2019-12-31 16:42 Trade Log -15 Instrument of the Bards - Mac-Fuirmidh Cittern > Headband of Intellect Show Trade Log

Traded Appal's Headband of Intellect for Big Hoss' Mac-Fuirmidh Cittern.

2019-12-31 14:00 CCC-THENT-0103 The Dreaming Relic 1 80 10 Instrument of the Bards - Mac-Fuirmidh Cittern Show

Instrument of the Bards - Mac-Fuirmidh Cittern. Wondrous item, uncommon (requires attunement by a bard). This stringed instrument is made of a purplish wood, with grain that whorls rather than running in straight lines. A sun of worked silver seems to be rising from the base of the cittern. 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. Once the cittern 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. The cittern can cast the following spells: barkskin, cure wounds, fly, fog cloud, invisibility, levitate, protection from good and evil.

Knowledge of the Vault. You returned information of surviving scrolls within the Vault to Vayu Ashvin, silver mage of Thentia. Overcome with appreciation, Vayu offers you room and board at his tower any time you are in Thentia. In addition, this information may prove useful during a future adventure.

2019-12-23 21:30 DDEX1-1 Defiance in Phlan 1 20 10 Show

Mission 3: The Dead at Highsun.