Show Log Entry

Adventure Title
DDHC-CM-16 Alkazaar's Appendix
Session
Date Played
2025-06-14 17:34:00 UTC
Levels Gained
GP +/-
9700
Downtime +/-
10.0
Location Played
Roll20
DM Name
Echo
DM DCI Number
-
Notes
## Loot Charm of the Mirrage Charm of Balance 2 Uses Scroll of Wish Used: 3 Potion of Greater Healing, Potion of Hill Giants Strenght, Potion Of Fire Giants Strenght, Oil of Slipperieness ### Tome of Leadership and Influence Wondrous item, very rare 5 lb. This book contains guidelines for influencing and charming others, 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 Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. ### Candle of Invocation (Mount Celestia) Wondrous item, very rare (requires attunement) This candle's magic is activated when the candle is lit, which requires a Magic action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from its total burn time. While lit, the candle sheds Dim Light in a 30-foot radius. While you are within that light, you have Advantage on D20 Tests. In addition, a Cleric or Druid in the light can cast level 1 spells they have prepared without expending spell slots. Alternatively, when you light the candle for the first time, you can cast Gate with it. Doing so destroys the candle. The portal created by the spell links to a particular Outer Plane chosen by the DM or determined by rolling on the following table. ### Carpet of Flying, 3 ft. × 5 ft. Wondrous item, very rare You can make this carpet hover and fly by taking a Magic action and using the carpet's command word. It moves according to your directions if you are within 30 feet of it. A 3 ft. × 5 ft. carpet can carry up to 200 lb. at a fly speed of 80 feet. A carpet can carry up to twice the weight shown on the table, but its Fly Speed is halved if it carries more than its normal capacity. ### Ring of Lightning Resistance Ring, rare You have Resistance to Lightning damage while wearing this ring. The ring is set with citrine. ### Ring of Necrotic Resistance Ring, rare You have Resistance to Necrotic damage while wearing this ring. The ring is set with jet. ### Ring of Force Resistance Ring, rare You have Resistance to Force damage while wearing this ring. The ring is set with sapphire. ### Staff of Healing Staff, weapon, rare (requires attunement by a bard, cleric, or druid) Simple weapon, melee weapon 4 lb. 1d6 Bludgeoning Versatile (1d8) Mastery: Topple This staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spellcasting ability modifier. The table indicates how many charges you must expend to cast the spell. Spell Charge Cost Cure Wounds 1 charge per spell level (maximum 4 for a level 4 spell) Lesser Restoration 2 Mass Cure Wounds 5 Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff vanishes in a flash of light, lost forever. Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack. Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition. ### Wand of Lightning Bolts Wand, rare (requires attunement by a spellcaster) 1 lb. This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Lightning Bolt (save DC 15) from it. For 1 charge, you cast the level 3 version of the spell. You can increase the spell's level by 1 for each additional charge you expend. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed. ### Amulet of Health Wondrous item, rare (requires attunement) 1 lb. Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher without it. ### Ring of Acid Resistance Ring, rare You have Resistance to Acid damage while wearing this ring. The ring is set with pearl. ### Animated Shield Shield (shield), very rare (requires attunement) 6 lb. AC +2 While holding this Shield, you can take 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 animate for 1 minute, until you take a Bonus Action to end this effect, or until you die or have the Incapacitated condition, at which point the Shield falls to the ground or into your hand if you have one free. ### Wand of Polymorph Wand, very rare (requires attunement by a spellcaster) 1 lb. This wand has 7 charges. While holding it, you can expend 1 charge to cast Polymorph (save DC 15) from it. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed. ### Staff of Withering Staff, weapon, rare (requires attunement by a cleric, druid, or warlock) Simple weapon, melee weapon 4 lb. 1d6 Bludgeoning Versatile (1d8) Mastery: Topple 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 and force it to make a DC 15 Constitution saving throw. On a failed save, the target has Disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution. Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack. Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition. ### +2 Longbow