Adventure Logsheet
Pether PHB2024 Story Species: Goliath Size: medium Base Walk Speed: 35 ft. Ability Scores: STR: 15 (+2) DEX: 15 CON: 15 (+1) INT: 8 WIS: 8 CHA: 8 ASI: STR (+2), CON (+1) Class: Barbarian Proficiencies: Weapons: Simple & Martial Weapons Armor: Light, Medium & Heavy Armor, Shields Tools: none Saving Throws: STR&CON Skills: Athletics&Intimidation Starting Equipment: (a) Background: Farmer Ability Scores: STR & CON Feat: Tough Skill Proficiencies: Animal Handling, Nature Tool Proficiencies: Carpenter's Tools Equipment: (A) Equipment: Bought:
Loot +60GP +10 DT Days +1 Level Periapt of Wound Closure Ilmater’s Bleeding Heart Wondrous Item, Uncommon (Requires Attunement) While wearing this pendant, you gain the following benefits. Life Preservation. Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a successful one. Natural Healing Boost. Whenever you roll a Hit Point Die to regain Hit Points, double the number of Hit Points it restores. Downtime Activity: It's a Princess Cut Downtime Activity: It’s a Princess Cut. Should you successfully return the diamonds to Irl with Brini Fendoun, the owners and operators of A Handful of Diamonds gem emporium offer to teach you how to inspect and cut gems. You spend 180 downtime days in Irl learning apprentice gem cutting, at the end of which you are proficient with jeweler’s tools and are given a set of the same.
Loot +125 GP +10 DT Days +1 Level Periapt of Wound Closure (Sentinel (Dragon)) Enchanted Silver Dragon Scale Wondrous item, uncommon (requires attunement) -While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores. -"This enchanted silver dragon scale protects the person wearing it from harm and grants unnatural vitality. It was given by Argentum, a silver dragon wyrmling, as a token of friendship. Whenever dragons are in 120ft of the scale it glows faintly in a mysterious light." -Minor Property: Sentinel (Dragon) Heart of the Wyrm "Orb of Direction" Wondrous Item, Common This orb can be used as an Arcane Focus. -While holding this orb, you can take a Magic action to determine which way is magnetic north. Nothing happens if the orb is used in a location that has no magnetic north. "It is said that this legendary gem was made from the heart of the first red wyrmling, which was slain by adventurers. Myths say that the gem draws its wielder north where the wyrmlings mother lays slain beneath the eternal ice. -While holding the gem one can also call upon the knowledge of the dragons, temporarily gaining the ability to speak draconic." Minor Property: Language (Draconic) Story Award: Scaled Friend After your adventures with Argentum you forged quite the friendship. In roughly one-hundred years you can call yourself friend of an adult silver dragon, at which time he also won't be grounded anymore by his very angry mother. Probably. Story Award: Wyrmageddon You really screwed the ooze now, killing all these wyrmlings might have some "unforeseen" consequences. Like them having parents for example! Vengeful, chromatic and evil parents. It might be high time to gear up or take that vacation you always wanted to take, maybe the one into wildspace with the cruise jammer "Titanic". Dragonblood Potion "Keoghthom's Ointment" Dragonblood Potion "Keoghthom's Ointment" (5 doses) Wondrous Item, uncommon -This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound. -As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease. -"This feels just wrong."
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Bought: 8 Javelins -4GP 10 Sacks -1 sp
Used: Ointment Loot 2977,25 GP Pro Spieler 10 DT Days 4x Potion of Healing Potion of Water Breathing 2x Potion of Invisibility 2x Potion of Climbing Potion of Hill Giant Strength Potion of Flying 1x Holy Water 3x Alchemist's Fire Spell Scrolls: Alarm, enlarge/Reduce, Disguise Self, Shield, Web Spider Climb Rapier +1 Greataxe +2 bearing Durgeddin’s smith-mark Sheild +1 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 GM. 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. Wand of Magic Missiles Wand, uncommon This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. 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. Karte zu einer Zitadelle (Sunless Citadel)
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Bought: - 5 Potion of Healing (greater) -500 - 5 Oil of Slipperiness -500
Loot 70GP 10 DT Days Potion of Growth Used: 3 Potion of Healing Greater Breastplate of Fungal Spores Medium armor, uncommon AC 14 + Dex (max 2) While wearing this armor, you can take a bonus action to make the armor emit poisonous spores, which fill a 10-foot-radius sphere centered on yourself. Each creature in that area must succeed on a DC 15 Constitution saving throw or have the poisoned condition until the end of your next turn. Once this property is used, it can't be used again until the next dawn. Minor Property: Illusion The item is imbued with illusion magic, allowing its bearer to alter the item's appearance in minor ways. Such alterations don't change how the item is worn, carried, or wielded, and they have no effect on its other magical properties. For example, the wearer could make a red robe appear blue, or make a gold ring look like it's made of ivory. The item reverts to its true appearance when no one is carrying or wearing it. Anscheinend haben die halluzinogenen Pilze, die auf der Rüstung gewachsen sind, dafür gesorgt, dass sich die Magie der Rüstung etwas verdreht hat. Das sollte zu eurem Nutzen sein, da das normale Aussehen der Rüstung eventuell ungewollte Blicke auf sich zieht.
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Bought: - 5 Potion of Healing (greater) -500
Loot 200 GP 10 DT Days 1 Potion of Hill Giants Strength Scroll of Revivify Used: 1 Potion of Hill Giants Strength Shard of Aery & Logan's Love (Feywild Shard) Wondrous Item, uncommon (requires attunement by a sorcerer) This warm crystal glints with the sunset colors of the Feywild sky and evokes whispers of emotional memory. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it. When you use a Metamagic option on a spell while you are holding or wearing the shard, you can roll on the Wild Magic Surge table in the Player’s Handbook. If the result is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration. If you don’t have the Wild Magic Sorcerous Origin, once this property is used to roll on the Wild Magic Surge table, it can’t be used again until the next dawn. When the pieces are assembled, it forms the word “A & L”. This magic item has the Guardian property. Guardian. The item whispers warning to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.
used 40 DT Days t catch up
Loot 1000 GP 10 DT Days Spell Scroll of Guradian of Nature Selunes Guidance (+2 Moon Sickle) Weapon (sickle), Rare (requires attunement by a druid or ranger) This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +2 bonus to attack and damage rolls made with it, and you gain a +2 bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. The bonus is determined by the weapon’s rarity. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells. When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle. The handle of this sickle contains the symbols of Selûne, with the following words carved on the blade: “Let all on whom my light falls be welcomed if they desire to do so. As the silver moon waxes and wanes, so too does all life. Trust in my radiance, and know that all love alive under my light shall know my blessing. Turn to the moon, and I will be your true guide.” Staff of Adornment Staff, common If you place an object weighing no more than 1 pound (such as a shard of crystal, an egg, or a stone) above the tip of the staff while holding it, the object floats an inch from the staff’s tip and remains there until it is removed or until the staff is no longer in your possession. The staff can have up to three such objects floating over its tip at any given time. While holding the staff, you can make one or more of the objects slowly spin or turn in place. This staff is made by web produced by Yarnspinner. It’s an Archfey quality staff! Magical Gifts Training: Introduction to Counselling by Therapy Therapy has kindly provided a ball-written (Therapy doesn’t have hands) book by her as appreciation for your assistance in rescuing Yarnspinner and defeating Scarlet’s forces. Course Description and Aims Introduction to Counselling provides an overview of the key components of becoming a Counsellor. This course offers students a foundational understanding of the key elements of counsellor-training, before these elements are further elaborated upon in their respective Level 2 courses. The three Study Units cover a wide range of topics from Definitions of Counselling and Psychotherapy, the Social and Historical Origins of Counselling both globally and locally, Working on the Self, Principles of Ethical Practice, Counselling Approaches, Counselling Skills and the four Common Factors that account for positive change during counselling. By spending 100 downtime days and 100 gp studying this textbook, you gain the skill proficiency in Persuasion and you are ready to spread positivity in the world. A character may only possess one magical gift from an Archfey at a time; if another Archfey grants a magical gift, the character must choose whether to accept the new gift (and pay the associated cost) and remove the old one, or decline the new gift.
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Hooded Lantern - 5GP 10x Oil -1GP 4 Tridents -20GP
Loot Lantern of Revealing Wondrous item, uncommon While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. Ring of Animal Influence Ring, rare This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells: Animal friendship (save DC 13) Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower Speak with animals Necklace of Prayer Beads Wondrous item, rare (requires attunement by a cleric, druid, or paladin) This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. 1 Bead of Blessing (Bless) 3 Beads of Curing (Cure Wounds 2nd Lvl.) 2 Beads of Favor (Greater Restoration) Sending Stones Wondrous item, uncommon Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don’t cast the spell. Once sending is cast through the stones, they can’t be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical. Wraps of Unarmed Power +2 Necklace of Fireballs 5 Charges
Loot 1000GP 8 Healing Potions Spell Scroll of Magic Weapon Potion of Hill Giants Strenght Boots of Striding and Springing Wondrous item, uncommon (requires attunement) While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn’t reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can’t jump farther than your remaining movement would allow. Driftglobe Wondrous item, uncommon This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can’t be used again until the next dawn. You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out. Stone of Good Luck Wondrous item, uncommon (requires attunement) While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws. + Rare Item from the Golden Vault: Vicious Greataxe This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon’s normal damage.
Loot Potion of Clairvoiance Battleaxe +1 Shield +1 8x Arrows +1 Oil of Sharpness Dragon Scale Mail (Fire) Armor (scale mail), very rare (requires attunement) Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of dragon that provided the scales (see the table). Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can’t be used again until the next dawn. Flame Tongue Longsword Weapon (longsword), rare (requires attunement) You can use a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. Necklace of Fireballs Wondrous item, rare This necklace has 9 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15). You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first. Jhaeros’s Favor If King Jhaeros survives and Ghalasine is restored, the king gives the characters a tract of land, perhaps even a keep and titles. The estate’s exact location is up to you.
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Traded Periapt of Wound Closure for Necklace of Adaptaion Traded with https://www.adventurersleaguelog.com/users/75992/characters/161223
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2x Catch Up
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Traded Dragon Scale Mail (Fire) for Belt of Fire Giants Strenght with: https://www.adventurersleaguelog.com/users/75992/characters/163268
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Traded Ring of Animal Influence for Ring of Protection with: https://www.adventurersleaguelog.com/users/75992/characters/163268
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bought 3 Potions of Heroism
Loot Potion of Fire Giant Strength spell scrollconjure fey Robe of Eyes Wondrous item, rare (requires attunement) This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits: The robe lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight. You have darkvision out to a range of 120 feet. You can see invisible creatures and objects, as well as see into the Ethereal Plane, out to a range of 120 feet. The eyes on the robe can’t be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe. A light spell cast on the robe or a daylight spell cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for light or DC 15 for daylight), ending the blindness on a success. Ioun Stone of Awareness Wondrous item, rare (requires attunement) Awareness (Rare). You can’t be surprised while this dark blue rhomboid orbits your head.
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Traded Ring of Spellstoring for Bracers of Defense with https://www.adventurersleaguelog.com/users/75992/characters/183630
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Traded Flame Tongue Longsword for Belt of Dwarvenkind with https://www.adventurersleaguelog.com/users/75992/characters/163268
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Bought: 3x Potion of Fire Giants Strenght -3000GP
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
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Traded Candle of Invocation (Mount Celestia) for Manual of Bodily Health with https://www.adventurersleaguelog.com/users/75992/characters/163268
Loot Will Solace (Bramymond) used Ring of Djinni Summoning (Rolled 9). Wished for: Necrotic, Psychic, Force Resistance used: 3 Potions of Fire Giants Strenght, 1 Heroism, 1 Greater Healing, Oil of Slipperieness 1 Legendary 2 Very Rare Manual of Bodily Health Manual of Quickness of Action 3 Rare Vicious Blowgun 4 Uncommon
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Traded Manual of Bodily Health for Energy Bow with https://www.adventurersleaguelog.com/users/75992/characters/163268
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Bought: 5x Fire Giants Potion 5000GP 5x Oil of Slipperieness 500GP 5x Heroism 5000GP
Loot Charles die Ziege Chime of Opening Tentacle of Mending Psychic Splinter: Blessing of Magic Resistance Illiothid Staff (Staff of Power)
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Traded Belt of Fire Giants Strenght for Dragon Scale Mail(Gold) with: https://www.adventurersleaguelog.com/users/44257/characters/151421?q=%7B"s"%3D
Loot Used: 1 Fire Giants Strenght, Heroism Bahamut’s Blessing (Blessing of Magic Resistance) You have advantage on saving throws against spells and other magical effects. Mind Crystal (Heightened) Wondrous Item, Rare These gemstones contain a crystallized bit of spellcasting magic. Different types of mind crystals exist, each with a different single-use effect. When you cast a spell that has a casting time of 1 action while holding a mind crystal, you can modify the spell in a specific way that has an effect described below. You can use only a single mind crystal to modify the spell, and you can’t use a mind crystal and a Metamagic option on the same spell. Once you use a mind crystal, it becomes a nonmagical gem worth 50 gp. Heightened. Choose one creature affected by the spell. That creature has disadvantage on the first saving throw it makes against the spell. Githyanki Earring (Ear Horn of Hearing) Wondrous Item, Common While held up to your ear, this horn suppresses the effects of the deafened condition on you, allowing you to hear normally. This item is found in Xanathar's Guide to Everything, pg. 137. Sentinel. This item glows faintly when aberrations are within 120 feet of it. This is a typical earring that a githyanki warrior would wear when venturing out into the world. Because this item can be worn as an earring, it need not be held close to the ear to produce the intended effect. Balagos’ Belt (+3 Dragonhide Belt) Wondrous Item, Very Rare (Requires Attunement by a Monk) This finely detailed belt is made of dragonhide. While wearing it, you gain a bonus to the saving throw DCs of your ki features.(+3) The bonus is determined by the belt’s rarity. In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can’t use this action again until the next dawn. Harmonious. Attuning to this item takes only 1 minute.
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Bought: Potion of Flying 10000 GP Potion of Fire Giants Strenght 5x 5000GP Potion of Superior Healing 3x 3000GP Potion of Supreme Healing 1x 10000GP Potion of Speed 1s 10000 GP
Loot Story Reward - Held der Welcomers An der Seite der Welcomers - Phlans Diebe, die zu Freiheitskämpfern wurden - befreitest du die Stadt von ihrem bösen Drachenherrscher. Die Welcomers stehen für immer in deiner Schuld. In Phlan genießt du einen komfortablen Lebensstil ohne jegliche Kosten. Staff of Power This staff is carved from a single piece of an unusual, purple wood and topped with a clenched, mithral claw. The claw clutches a green dragon scale the size of a small plate engraved with the elven word for “Oblivion”. The rune glows with a pale, green light and emits wisps of choking, caustic mist. Whoever is attuned the staff is able to speak, read, and write Draconic. Skyfist (Dwarven Thrower) Weapon (Warhammer), Very Rare (Requires Attunement by a Dwarf or a Creature Attuned to a Belt of Dwarvenkind) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. It has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 Force damage, or an extra 2d8 Force damage if the target is a Giant. Immediately after hitting or missing, the weapon flies back to your hand. The striking surface of this hammer has been forged into the shape of a gauntleted fist. The haft is a rod of heavy, black adamantine and wrapped in what appears to be spongy, green leather. Affixed to an iron ring on the pommel is a strip of tattered (though indestructible), blood‐stained parchment inscribed with a dwarven battle canticle. When used in battle the hammer reads the canticle aloud in a deep, resonating voice audible to anyone within 30 feet of the weapon.
Equiped: Magic Items: Ring of Protection/r (A) Belt of Dwarvenkind/r (A) Bracers of Defense/r (A) Vicious Greataxe/r Manual of Quich Action/vr Manual of Bodily Health/vr Common Magic Items: Heart of the Wyrm "Orb of Direction" (Language: Draconic) Consumables: 1x Oil of Slipperiness 4x Potion of Healing (Greater) 2x Potion of Fire Giant Strength 2x Potion of Heroism Stash Magic Items Carpet of Flying/vr Lantern of Revealing/u Wand of Magic Missiles/u Greataxe +2 Breastplate of Fungal Spores/u Shard of Aery & Logan's Love (Feywild Shard)/u Rapier +1/u Sheild +1/u Necklace of Prayer Beads/r Sending Stones/u Stone of Good Luck/r (A) Driftglobe Boots of Striding and Springing Battleaxe +1 Shield +1 Selunes Guidance (+2 Moon Sickle) Belt of Fire Giants Strenght/vr (A) Periapt of Wound Closure (Sentinal(Dragon))/u (A) Robe of Eyes/r (A) Ioun Stone of Awareness/r (A) Common Staff of Adornment Consumables 8x Arrows +1 Spell Scrolls: Alarm, enlarge/Reduce, Disguise Self, Shield, Web Spider Climb, conjure fey Potions: 4x Potion of Healing 0x Potion of Healing (Greater) 5x Oil of Slipperiness 2x Potion of Invisibility 2x Potion of Climbing Potion of Water Breathing Potion of Flying 5x Potion of Fire Giant Strength 3x Potion of Heroism