Show Trade Log Entry

Date Played
2017-05-15 18:30:00 UTC
Downtime
-15.0
Notes
Traded with Meaghan Ida Babin's character Cinder (DCI 7030396117). Don't worry, it wasn't a scam, I also gave her Winged Boots. Poor lifestyle (2 sp/day).
Traded Magic Item

Conch of Teleportation

Very Rare
Wondrous item, very rare (requires attunement) This item is an ordinary, albeit rather large, conch shell that has been inscribed with the uvar rune. The conch measures 2½ feet long and weighs 20 pounds. As an action, you can cast the teleport spell by blowing into the shell. The destination is fixed, and there is no chance of either a mishap or the spell being off target. Anyone teleported by the conch appears in a specific location designated by the item’s creator at the time the uvar rune is inscribed on the conch. It doesn’t allow teleportation to any other destination. Once its spell is cast, the conch can’t be used again until the next dawn. This conch is keyed to the Maelstrom (see DDHC-SKT Chapter 10).
Received Magic Item

Rod of Alertness

Very Rare
Previously owned by Meaghan Ida Babin's character Cinder (DCI 7030396117), who got it from Andrew Potter's character Prize Lustro, who got it from someone else who got it from the roc's nest in Deadstone Cleft. Requires attunement. This rod has a flanged head and the following properties. Alertness: While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for initiative. Spells: While holding the rod, you can use an action to cast one of the following spells from it: detect evil and good, detect magic, detect poison and disease, or see invisibility. Protective Aura: As an action, you can plant the haft end of the rod in the ground, whereupon the rod's head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and saving throws and can sense the location of any invisible hostile creature that is also in the bright light. The rod's head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can't be used again until the next dawn.