Brontes
Ersatz Eye,
Smoldering Armor,
Unbreakable Arrow,
Horn of Silent Alarm,
Wand of Pyrotechnics,
Prosthetic Limb,
Dark Shard Amulet,
Clockwork Amulet,
Orb of Time,
Ruby of the War Mage,
Chain Mail +1,
Goggles of Night,
Stone of Good Luck,
Boots of Striding and Springing,
Armor of Vulnerability (Slashing),
Ring of Protection,
Ring of Spell Storing,
Blackrazor,
Greataxe +2,
Sun Blade,
Crystal Ball of True Seeing,
Eyes of Minute Seeing,
Hat of Disguise,
Ring of Spell Storing,
Ioun Stone of Awareness,
Staff of Fate,
Watchful Helm
Log Entries
Date Played ▼ | Adventure Title | Session | Levels | GP | Downtime | Magic Items | ||
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2021-10-12 18:30 | DDHC-CM: The Canopic Being | 1 | 1 | 2936 | 10 | Sun Blade, Crystal Ball of True Seeing, Eyes of Minute Seeing, Hat of Disguise, Ring of Spell Storing, Ioun Stone of Awareness, Staff of Fate, Watchful Helm | Show | |
Sun Blade. Weapon (longsword), rare (requires attunement). This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade. You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. Crystal Ball of True Seeing. Wondrous item, legendary (requires attunement). The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it. While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell’s sensor. Eyes of Minute Seeing. Wondrous item, uncommon. These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range. Hat of Disguise. Wondrous item, uncommon (requires attunement). While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed. Ring of Spell Storing. Ring, rare (requires attunement). This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 − 1 levels of stored spells chosen by the DM. Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. Ioun Stone of Awareness. Wondrous item, rare (requires attunement). An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Awareness (Rare). You can’t be surprised while this dark blue rhomboid orbits your head. Staff of Fate. Staff, very rare (requires attunement). This transparent crystal staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. Altered Outcome. The staff has 6 charges. As a bonus action, you can expend 1 of the staff’s charges to give yourself or one other creature that you can see a d4. The recipient can roll this d4 and add the number rolled to one ability check, attack roll, damage roll, or saving throw it makes before the start of your next turn. If this extra die is not used before then, it is lost. If you expend the staff’s last charge, roll a d20. On a roll of 9 or lower, the staff becomes a nonmagical quarterstaff that breaks the first time it scores a hit and deals damage. On a roll of 10 or higher, the staff regains 1d6 of its expended charges. Watchful Helm. Wondrous item, very rare (requires attunement). While you wear this helm, you gain a +1 bonus to AC and remain aware of your surroundings even while you’re asleep, and you have advantage on Wisdom (Perception) checks that rely on sight. As a bonus action, you can cast the see invisibility spell from the helm. Once this property of the helm is used, it can’t be used again until the next dawn. |
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2021-09-26 13:58 | Downtime Catchup | 4 | -40 | Show | ||||
2021-09-26 11:00 | DDHC-TYP Chapter 4: White Plume Mountain | 1 | 1 | 8255 | 10 | Chain Mail +1, Goggles of Night, Stone of Good Luck, Boots of Striding and Springing, Armor of Vulnerability (Slashing), Ring of Protection, Ring of Spell Storing, Blackrazor, Greataxe +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. Magic Items: Chain Mail +1, Goggles of Night, Stone of Good Luck, Boots of Striding and Springing, Armor of Vulnerability (Slashing), Ring of Protection, Ring of Spell Storing. |
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2021-08-28 19:00 | DDAL10-09 Recipe for Retribution | 1 | 0 | 150 | Ruby of the War Mage, Portable Hole | Show | ||
Ruby of the War Mage. Wondrous item, common (requires attunement by a spellcaster). Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can’t be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends. Portable Hole. Wondrous item, rare. |
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2021-08-14 19:00 | DC-PoA-CTH1 Roused by Raiders | 1 | 1 | 60 | 20 | Orb of Time | Show | |
Orb of Time. Wondrous Item, common. While holding this orb, you can use an action to determine whether it is morning, afternoon, evening, or nighttime outside. This property functions only on the Material Plane. Great Stature. The magic of your runes permanently alters you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll. Brontes grew 11 inches, to a total of 8'9" height. |
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2021-07-31 19:00 | DDAL10-08 Volatile Thoughts | 1 | 1 | 120 | 20 | Clockwork Amulet, Boots of Levitation | Show | |
Clockwork Amulet. Wondrous item, common. This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within. When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn. Boots of Levitation. Wondrous item, rare (requires attunement). While you wear these boots, you can use an action to cast the levitate spell on yourself at will. These hard leather boots are festooned with switches, wiring, and transparent crystal conduits filled with glowing, green liquid. Tiny jets of blue flame emit from ports on the boots’ soles when activated. Potion of Growth. Potion, uncommon. When you drink this potion, you gain the "enlarge" effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process. This item is in the form of a tiny, gelatinous figurine of a gnomish ceremorph. Stretching the figurine as an action activates its spell effect. |
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2021-07-24 19:00 | DDAL10-07 Into Darkness | 1 | 1 | 120 | 20 | Mace of Smiting, Dark Shard Amulet | Show | |
Mace of Smiting. Weapon (mace), rare. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct. When you roll a 20 on an attack roll made with this weapon, the target takes an extra 2d6 bludgeoning damage, or an extra 4d6 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed. Dark Shard Amulet. Wondrous Item, common (requires attunement by a warlock). This amulet is fashioned from a single shard of resilient extraplanar material originating from the realm of your warlock patron. While you are wearing it, you gain the following benefits: You can use the amulet as a spellcasting focus for your warlock spells. |
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2021-07-17 19:00 | DDAL10-06 The Fallen Star | 1 | 1 | 120 | 20 | Prosthetic Limb, Chime of Opening | Show | |
Chime of Opening. Wondrous item, rare. This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens. The chime can be used ten times. After the tenth time it cracks and becomes useless. This squat, black rod has a matte finish and a couple of flat switches and dials at one end. Prosthetic Limb. Wondrous item, common. This item replaces a lost limb-a hand, an arm, a foot, a leg, or a similar body part. While the prosthetic is attached, it functions identically to the part it replaces. You can detach or reattach it as an action, and it can't be removed against your will. It detaches if you die. This high-performance, alien technology resembles a polished obsidian spider leg with gold web designs. When attached, its off-world materials fold in on themselves and reconfigure into the desired limb. |
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2021-07-10 19:00 | DDAL10-05 A Blight in the Darkness | 1 | 1 | 120 | 20 | Wand of Pyrotechnics, Chardalyn Breastplate (Armor of Necrotic Resistance) | Show | |
Chardalyn Breastplate (Armor of Necrotic Resistance). Armor (breastplate), rare (requires attunement). This breastplate is made of chardalyn reinforced with hardened wood and boiled leather. While wearing it, you always feel bitterly cold. You have resistance to necrotic damage while you wear this armor. Wand of Pyrotechnics. Wand, common. This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second. 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 erupts in a harmless pyrotechnic display and is destroyed. Corrupting Chardalyn Infusion. Characters who fail their saving throw against the exploding chardalyn staff earn this story award. The Song Falls Silent. The characters earn this story award if Kaskur dies during the adventure and isn’t returned to life. |
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2020-11-29 19:00 | Downtime Catchup | 1 | 0 | Show | ||||
2020-11-29 14:00 | DDEP10-00 The Great Knucklehead Rally | 1 | 1 | 80 | 10 | Horn of Silent Alarm | Show | |
Session 0. Mariner's Armor. Armor (Chain Mail), uncommon. While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs. This armor can be padded, leather, studded leather, hide, chain shirt, scale mail, ring mail, or chain mail. Horn of Silent Alarm. Wondrous item, common. This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn’s blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn. Figurine of Wondrous Power (Snowy Owl). Wondrous item, uncommon. This silver statuette of a snowy owl can become a snowy owl (use the raven stat block) for up to 12 hours. Once it has been used, it can’t be used again until 2 days have passed. While in snowy owl form, the figurine allows you to cast the animal messenger spell on it at will. |
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2020-11-25 22:00 | DDAL10-00 Ice Road Trackers | 1 | 2 | 80 | 20 | Boots of False Tracks, Ersatz Eye, Smoldering Armor, Unbreakable Arrow, Stone Greataxe | Show | |
Boots of False Tracks. Wondrous item, common. These comfortable, fur-lined boots are embroidered with gaudy, but worthless, gems. Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size. Ersatz Eye. Wondrous item, common (requires attunement). This particular eye was recovered from an ancient orc burial site and it appears oversized and orcish while embedded in your eye socket. This artificial eye replaces a real one that was lost or removed. While the ersatz eye is embedded in your eye socket, it can’t be removed by anyone other than you, and you can see through the tiny orb as though it were a normal eye. While you’re attuned to the ersatz eye, you can read and understand, but not speak Orc. Smoldering Armor. Armor (studded leather), common. This leather armor smells of blood and gnoll sweat, and the stench can’t be removed. Wisps of harmless, odorless smoke rise from this armor while it is worn. Unbreakable Arrow. Weapon (arrow), common. Gifted to you by Shaktal of the Reghed Wolf Tribe, this arrow proves to Wolf Tribe members loyal to Aluka that the bearer is a friend and ally. This arrow can’t be broken, except when it is within an antimagic field. Stone Greataxe. Weapon (greataxe), rare. A stone greataxe with a handle made from chardalyn. While wielded by a creature at less than full hit points, the wielder has resistance to cold damage. This is a rare magic item. |
Date Played ▼ | Adventure Title | Tier | Session | ACP | TCP | Downtime | Renown | |
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2021-10-12 18:30 | DDHC-CM: The Canopic Being | 1 | 10 | Show | ||||
Sun Blade. Weapon (longsword), rare (requires attunement). This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade. You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. Crystal Ball of True Seeing. Wondrous item, legendary (requires attunement). The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it. While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell’s sensor. Eyes of Minute Seeing. Wondrous item, uncommon. These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range. Hat of Disguise. Wondrous item, uncommon (requires attunement). While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed. Ring of Spell Storing. Ring, rare (requires attunement). This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 − 1 levels of stored spells chosen by the DM. Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. Ioun Stone of Awareness. Wondrous item, rare (requires attunement). An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Awareness (Rare). You can’t be surprised while this dark blue rhomboid orbits your head. Staff of Fate. Staff, very rare (requires attunement). This transparent crystal staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. Altered Outcome. The staff has 6 charges. As a bonus action, you can expend 1 of the staff’s charges to give yourself or one other creature that you can see a d4. The recipient can roll this d4 and add the number rolled to one ability check, attack roll, damage roll, or saving throw it makes before the start of your next turn. If this extra die is not used before then, it is lost. If you expend the staff’s last charge, roll a d20. On a roll of 9 or lower, the staff becomes a nonmagical quarterstaff that breaks the first time it scores a hit and deals damage. On a roll of 10 or higher, the staff regains 1d6 of its expended charges. Watchful Helm. Wondrous item, very rare (requires attunement). While you wear this helm, you gain a +1 bonus to AC and remain aware of your surroundings even while you’re asleep, and you have advantage on Wisdom (Perception) checks that rely on sight. As a bonus action, you can cast the see invisibility spell from the helm. Once this property of the helm is used, it can’t be used again until the next dawn. |
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2021-09-26 13:58 | Downtime Catchup | -40 | Show | |||||
2021-09-26 11:00 | DDHC-TYP Chapter 4: White Plume Mountain | 1 | 10 | 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. Magic Items: Chain Mail +1, Goggles of Night, Stone of Good Luck, Boots of Striding and Springing, Armor of Vulnerability (Slashing), Ring of Protection, Ring of Spell Storing. |
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2021-08-28 19:00 | DDAL10-09 Recipe for Retribution | 1 | Show | |||||
Ruby of the War Mage. Wondrous item, common (requires attunement by a spellcaster). Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can’t be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends. Portable Hole. Wondrous item, rare. |
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2021-08-14 19:00 | DC-PoA-CTH1 Roused by Raiders | 1 | 20 | Show | ||||
Orb of Time. Wondrous Item, common. While holding this orb, you can use an action to determine whether it is morning, afternoon, evening, or nighttime outside. This property functions only on the Material Plane. Great Stature. The magic of your runes permanently alters you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll. Brontes grew 11 inches, to a total of 8'9" height. |
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2021-07-31 19:00 | DDAL10-08 Volatile Thoughts | 1 | 20 | Show | ||||
Clockwork Amulet. Wondrous item, common. This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within. When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn. Boots of Levitation. Wondrous item, rare (requires attunement). While you wear these boots, you can use an action to cast the levitate spell on yourself at will. These hard leather boots are festooned with switches, wiring, and transparent crystal conduits filled with glowing, green liquid. Tiny jets of blue flame emit from ports on the boots’ soles when activated. Potion of Growth. Potion, uncommon. When you drink this potion, you gain the "enlarge" effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process. This item is in the form of a tiny, gelatinous figurine of a gnomish ceremorph. Stretching the figurine as an action activates its spell effect. |
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2021-07-24 19:00 | DDAL10-07 Into Darkness | 1 | 20 | Show | ||||
Mace of Smiting. Weapon (mace), rare. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct. When you roll a 20 on an attack roll made with this weapon, the target takes an extra 2d6 bludgeoning damage, or an extra 4d6 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed. Dark Shard Amulet. Wondrous Item, common (requires attunement by a warlock). This amulet is fashioned from a single shard of resilient extraplanar material originating from the realm of your warlock patron. While you are wearing it, you gain the following benefits: You can use the amulet as a spellcasting focus for your warlock spells. |
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2021-07-17 19:00 | DDAL10-06 The Fallen Star | 1 | 20 | Show | ||||
Chime of Opening. Wondrous item, rare. This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens. The chime can be used ten times. After the tenth time it cracks and becomes useless. This squat, black rod has a matte finish and a couple of flat switches and dials at one end. Prosthetic Limb. Wondrous item, common. This item replaces a lost limb-a hand, an arm, a foot, a leg, or a similar body part. While the prosthetic is attached, it functions identically to the part it replaces. You can detach or reattach it as an action, and it can't be removed against your will. It detaches if you die. This high-performance, alien technology resembles a polished obsidian spider leg with gold web designs. When attached, its off-world materials fold in on themselves and reconfigure into the desired limb. |
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2021-07-10 19:00 | DDAL10-05 A Blight in the Darkness | 1 | 20 | Show | ||||
Chardalyn Breastplate (Armor of Necrotic Resistance). Armor (breastplate), rare (requires attunement). This breastplate is made of chardalyn reinforced with hardened wood and boiled leather. While wearing it, you always feel bitterly cold. You have resistance to necrotic damage while you wear this armor. Wand of Pyrotechnics. Wand, common. This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second. 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 erupts in a harmless pyrotechnic display and is destroyed. Corrupting Chardalyn Infusion. Characters who fail their saving throw against the exploding chardalyn staff earn this story award. The Song Falls Silent. The characters earn this story award if Kaskur dies during the adventure and isn’t returned to life. |
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2020-11-29 19:00 | Downtime Catchup | 0 | Show | |||||
2020-11-29 14:00 | DDEP10-00 The Great Knucklehead Rally | 1 | 10 | Show | ||||
Session 0. Mariner's Armor. Armor (Chain Mail), uncommon. While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs. This armor can be padded, leather, studded leather, hide, chain shirt, scale mail, ring mail, or chain mail. Horn of Silent Alarm. Wondrous item, common. This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn’s blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn. Figurine of Wondrous Power (Snowy Owl). Wondrous item, uncommon. This silver statuette of a snowy owl can become a snowy owl (use the raven stat block) for up to 12 hours. Once it has been used, it can’t be used again until 2 days have passed. While in snowy owl form, the figurine allows you to cast the animal messenger spell on it at will. |
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2020-11-25 22:00 | DDAL10-00 Ice Road Trackers | 1 | 20 | Show | ||||
Boots of False Tracks. Wondrous item, common. These comfortable, fur-lined boots are embroidered with gaudy, but worthless, gems. Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size. Ersatz Eye. Wondrous item, common (requires attunement). This particular eye was recovered from an ancient orc burial site and it appears oversized and orcish while embedded in your eye socket. This artificial eye replaces a real one that was lost or removed. While the ersatz eye is embedded in your eye socket, it can’t be removed by anyone other than you, and you can see through the tiny orb as though it were a normal eye. While you’re attuned to the ersatz eye, you can read and understand, but not speak Orc. Smoldering Armor. Armor (studded leather), common. This leather armor smells of blood and gnoll sweat, and the stench can’t be removed. Wisps of harmless, odorless smoke rise from this armor while it is worn. Unbreakable Arrow. Weapon (arrow), common. Gifted to you by Shaktal of the Reghed Wolf Tribe, this arrow proves to Wolf Tribe members loyal to Aluka that the bearer is a friend and ally. This arrow can’t be broken, except when it is within an antimagic field. Stone Greataxe. Weapon (greataxe), rare. A stone greataxe with a handle made from chardalyn. While wielded by a creature at less than full hit points, the wielder has resistance to cold damage. This is a rare magic item. |
Date Played ▼ | Adventure Title | Session | XP | GP | Downtime | Renown | Magic Items | |
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2021-10-12 18:30 | DDHC-CM: The Canopic Being | 1 | 2936 | 10 | Sun Blade, Crystal Ball of True Seeing, Eyes of Minute Seeing, Hat of Disguise, Ring of Spell Storing, Ioun Stone of Awareness, Staff of Fate, Watchful Helm | Show | ||
Sun Blade. Weapon (longsword), rare (requires attunement). This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade. You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. Crystal Ball of True Seeing. Wondrous item, legendary (requires attunement). The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it. While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell’s sensor. Eyes of Minute Seeing. Wondrous item, uncommon. These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range. Hat of Disguise. Wondrous item, uncommon (requires attunement). While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed. Ring of Spell Storing. Ring, rare (requires attunement). This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 − 1 levels of stored spells chosen by the DM. Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. Ioun Stone of Awareness. Wondrous item, rare (requires attunement). An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Awareness (Rare). You can’t be surprised while this dark blue rhomboid orbits your head. Staff of Fate. Staff, very rare (requires attunement). This transparent crystal staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. Altered Outcome. The staff has 6 charges. As a bonus action, you can expend 1 of the staff’s charges to give yourself or one other creature that you can see a d4. The recipient can roll this d4 and add the number rolled to one ability check, attack roll, damage roll, or saving throw it makes before the start of your next turn. If this extra die is not used before then, it is lost. If you expend the staff’s last charge, roll a d20. On a roll of 9 or lower, the staff becomes a nonmagical quarterstaff that breaks the first time it scores a hit and deals damage. On a roll of 10 or higher, the staff regains 1d6 of its expended charges. Watchful Helm. Wondrous item, very rare (requires attunement). While you wear this helm, you gain a +1 bonus to AC and remain aware of your surroundings even while you’re asleep, and you have advantage on Wisdom (Perception) checks that rely on sight. As a bonus action, you can cast the see invisibility spell from the helm. Once this property of the helm is used, it can’t be used again until the next dawn. |
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2021-09-26 13:58 | Downtime Catchup | -40 | Show | |||||
2021-09-26 11:00 | DDHC-TYP Chapter 4: White Plume Mountain | 1 | 8255 | 10 | Chain Mail +1, Goggles of Night, Stone of Good Luck, Boots of Striding and Springing, Armor of Vulnerability (Slashing), Ring of Protection, Ring of Spell Storing, Blackrazor, Greataxe +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. Magic Items: Chain Mail +1, Goggles of Night, Stone of Good Luck, Boots of Striding and Springing, Armor of Vulnerability (Slashing), Ring of Protection, Ring of Spell Storing. |
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2021-08-28 19:00 | DDAL10-09 Recipe for Retribution | 1 | 150 | Ruby of the War Mage, Portable Hole | Show | |||
Ruby of the War Mage. Wondrous item, common (requires attunement by a spellcaster). Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can’t be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends. Portable Hole. Wondrous item, rare. |
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2021-08-14 19:00 | DC-PoA-CTH1 Roused by Raiders | 1 | 60 | 20 | Orb of Time | Show | ||
Orb of Time. Wondrous Item, common. While holding this orb, you can use an action to determine whether it is morning, afternoon, evening, or nighttime outside. This property functions only on the Material Plane. Great Stature. The magic of your runes permanently alters you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll. Brontes grew 11 inches, to a total of 8'9" height. |
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2021-07-31 19:00 | DDAL10-08 Volatile Thoughts | 1 | 120 | 20 | Clockwork Amulet, Boots of Levitation | Show | ||
Clockwork Amulet. Wondrous item, common. This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within. When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn. Boots of Levitation. Wondrous item, rare (requires attunement). While you wear these boots, you can use an action to cast the levitate spell on yourself at will. These hard leather boots are festooned with switches, wiring, and transparent crystal conduits filled with glowing, green liquid. Tiny jets of blue flame emit from ports on the boots’ soles when activated. Potion of Growth. Potion, uncommon. When you drink this potion, you gain the "enlarge" effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process. This item is in the form of a tiny, gelatinous figurine of a gnomish ceremorph. Stretching the figurine as an action activates its spell effect. |
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2021-07-24 19:00 | DDAL10-07 Into Darkness | 1 | 120 | 20 | Mace of Smiting, Dark Shard Amulet | Show | ||
Mace of Smiting. Weapon (mace), rare. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct. When you roll a 20 on an attack roll made with this weapon, the target takes an extra 2d6 bludgeoning damage, or an extra 4d6 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed. Dark Shard Amulet. Wondrous Item, common (requires attunement by a warlock). This amulet is fashioned from a single shard of resilient extraplanar material originating from the realm of your warlock patron. While you are wearing it, you gain the following benefits: You can use the amulet as a spellcasting focus for your warlock spells. |
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2021-07-17 19:00 | DDAL10-06 The Fallen Star | 1 | 120 | 20 | Prosthetic Limb, Chime of Opening | Show | ||
Chime of Opening. Wondrous item, rare. This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens. The chime can be used ten times. After the tenth time it cracks and becomes useless. This squat, black rod has a matte finish and a couple of flat switches and dials at one end. Prosthetic Limb. Wondrous item, common. This item replaces a lost limb-a hand, an arm, a foot, a leg, or a similar body part. While the prosthetic is attached, it functions identically to the part it replaces. You can detach or reattach it as an action, and it can't be removed against your will. It detaches if you die. This high-performance, alien technology resembles a polished obsidian spider leg with gold web designs. When attached, its off-world materials fold in on themselves and reconfigure into the desired limb. |
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2021-07-10 19:00 | DDAL10-05 A Blight in the Darkness | 1 | 120 | 20 | Wand of Pyrotechnics, Chardalyn Breastplate (Armor of Necrotic Resistance) | Show | ||
Chardalyn Breastplate (Armor of Necrotic Resistance). Armor (breastplate), rare (requires attunement). This breastplate is made of chardalyn reinforced with hardened wood and boiled leather. While wearing it, you always feel bitterly cold. You have resistance to necrotic damage while you wear this armor. Wand of Pyrotechnics. Wand, common. This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second. 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 erupts in a harmless pyrotechnic display and is destroyed. Corrupting Chardalyn Infusion. Characters who fail their saving throw against the exploding chardalyn staff earn this story award. The Song Falls Silent. The characters earn this story award if Kaskur dies during the adventure and isn’t returned to life. |
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2020-11-29 19:00 | Downtime Catchup | 0 | Show | |||||
2020-11-29 14:00 | DDEP10-00 The Great Knucklehead Rally | 1 | 80 | 10 | Horn of Silent Alarm | Show | ||
Session 0. Mariner's Armor. Armor (Chain Mail), uncommon. While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs. This armor can be padded, leather, studded leather, hide, chain shirt, scale mail, ring mail, or chain mail. Horn of Silent Alarm. Wondrous item, common. This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn’s blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn. Figurine of Wondrous Power (Snowy Owl). Wondrous item, uncommon. This silver statuette of a snowy owl can become a snowy owl (use the raven stat block) for up to 12 hours. Once it has been used, it can’t be used again until 2 days have passed. While in snowy owl form, the figurine allows you to cast the animal messenger spell on it at will. |
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2020-11-25 22:00 | DDAL10-00 Ice Road Trackers | 1 | 80 | 20 | Boots of False Tracks, Ersatz Eye, Smoldering Armor, Unbreakable Arrow, Stone Greataxe | Show | ||
Boots of False Tracks. Wondrous item, common. These comfortable, fur-lined boots are embroidered with gaudy, but worthless, gems. Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size. Ersatz Eye. Wondrous item, common (requires attunement). This particular eye was recovered from an ancient orc burial site and it appears oversized and orcish while embedded in your eye socket. This artificial eye replaces a real one that was lost or removed. While the ersatz eye is embedded in your eye socket, it can’t be removed by anyone other than you, and you can see through the tiny orb as though it were a normal eye. While you’re attuned to the ersatz eye, you can read and understand, but not speak Orc. Smoldering Armor. Armor (studded leather), common. This leather armor smells of blood and gnoll sweat, and the stench can’t be removed. Wisps of harmless, odorless smoke rise from this armor while it is worn. Unbreakable Arrow. Weapon (arrow), common. Gifted to you by Shaktal of the Reghed Wolf Tribe, this arrow proves to Wolf Tribe members loyal to Aluka that the bearer is a friend and ally. This arrow can’t be broken, except when it is within an antimagic field. Stone Greataxe. Weapon (greataxe), rare. A stone greataxe with a handle made from chardalyn. While wielded by a creature at less than full hit points, the wielder has resistance to cold damage. This is a rare magic item. |