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Adventure Title
Fantasy Basel Eventorga
Fantasy Basel Eventorga
Session
Date DMed
2025-05-29 15:20
2025-05-29 15:20
Session Length (Hours)
Avg Party Level
Location DMed
XP Gained
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Missions
Date Assigned
Character to Apply Rewards
Notes
3 Days of Helping an Event with overall arround 90 games of AL Rewards chosen Energy Bow + 10'000 GP The First Sword (Ascended Amethyst Dragon's Breath Longsword) +40 dt Lute of Thunderous Thumping + 10'000 GP
3 Days of Helping an Event with overall arround 90 games of AL Rewards chosen Energy Bow + 10'000 GP The First Sword (Ascended Amethyst Dragon's Breath Longsword) +40 dt Lute of Thunderous Thumping + 10'000 GP
Magic Items
Character | Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|---|
Energy Longbow (A) | Very Rare | DM Rewards | true | |||
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energy appears nocked and ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target. Until it disappears, the arrow emits Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. This weapon has the following additional properties. **Arrow of Restraint** Whenever you use this weapon to make a ranged attack against a creature, you can try to restrain the target instead of dealing damage to it. If the arrow hits, the target must succeed on a DC 15 Strength saving throw or have the Restrained condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break the restraint, ending the effect on itself on a successful check. **Arrow of Transport** As a Magic action, you can fire one energy arrow from this weapon at a target you can see within 60 feet of yourself. The target can be either a willing Medium or smaller creature or an object that isn’t being worn or carried, provided the object is small enough to fit inside a 5-foot Cube. The arrow teleports the target to an unoccupied space you can see within 10 feet of you. **Energy Ladder** As a Magic action, you can loose a flurry of energy arrows from this weapon at a wall up to 60 feet away from yourself. The arrows become glowing rungs that stick out of the wall, forming a magical ladder up to 60 feet long on the wall. This ladder lasts for 1 minute before disappearing. | ||||||
The First Sword (Ascended Amethyst Dragon's Breath Longsword) | Legendary | PO-BK-03-11 - Covenant of the Blood Goddess | true | |||
The wide blade of this exquisite weapon is inlaid with draconic runes of violet amethyst. Its grip is fashioned in the shape of a coiled snake, with the pommel as its head. The sword was initially created by yuan-ti smiths on the plane of Vudra. As a mundane blade, it was then lost by its wielder during a failed conquest of a dragon-ruled realm. It gained its magic over centuries of languishing in an amethyst dragon’s hoard, before being recovered by a raid of conquering mariliths. The mariliths returned it to their home plane of Vudra, where it was often used as the first blade of its greatest champions, including — legends say — Shaktari herself. This weapon is decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon’s hoard, it absorbs the energy of the dragon’s breath weapon and deals damage of that type with its special properties. **Slumbering (Uncommon)** Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 force damage. **Stirring (Rare)** The Stirring weapon has the Slumbering property. In addition, you gain a +1 bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra 1d6 force. **Wakened (Very Rare)**. The Wakened weapon has the Slumbering property, and it improves on the Stirring property. The bonus to attack and damage rolls increases to +2, and the extra damage dealt by the weapon increases to 2d6. As an action, you can unleash a 30-foot cone of destructive energy from the weapon. Each creature in that area must make a DC 16 Dexterity saving throw, taking 8d6 force damage on a failed save, or half as much damage on a successful one. Once this action is used, it can’t be used again until the next dawn. Ascendant (Legendary). The Ascendant weapon has the Slumbering property, and it improves on the Stirring and Wakened properties. The bonus to attack and damage rolls increases to +3, and the extra damage dealt by the weapon increases to 3d6. The cone of destructive energy the weapon creates increases to a 60-foot cone, the save DC increases to 18, and the damage increases to 12d6. | ||||||
Lute of Thunderous Thumping | Very Rare | FR-DC-PANDORA-JWEI-S2-06 | true | |||
This reinforced lute can be wielded as a magic Club (1d4) that deals an extra 2d8 Thunder damage on a hit. Sing and Swing. If you’re a Bard, you can use your Charisma modifier instead of your Strength modifier when making a melee attack roll with the lute, provided you sing or hum while making the attack. Proficiency with a Club allows you to add your proficiency bonus to the attack roll for any attack you make with it. This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet. |