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Adventure Title
DDHC-CM-16 Alkazaar's Appendix
Session
Date Played
2025-11-27 19:00:00 UTC
Levels Gained
GP +/-
17454.5
Downtime +/-
10.0
Location Played
Roll20
DM Name
JinxedBear
DM DCI Number
-
Notes
## Loot Potions: Scrolls: Wish +2 Longbow, +3 Musket, Vicious Halberd, Heavy Crossbow, Quaterstaff, Shortsword

Magic Items

Name Rarity Location Table Result Counts?
Wand of Polymorph Very Rare true
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.
Tome of Clear Thought Very Rare true
Wondrous item, very rare 5 lb. This book contains memory and logic exercises, 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 Intelligence increases by 2, to a maximum of 30. The manual then loses its magic, but regains it in a century.
Tome of Leadership and Influence Very Rare true
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 increases by 2, to a maximum of 30. The manual then loses its magic, but regains it in a century.
Animated Shield Very Rare true
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.
Dwarven Plate Very Rare true
Heavy armor (plate armor), very rare 65 lb. AC 18 While wearing this armor, you gain a +2 bonus to Armor Class. In addition, if an effect moves you against your will along the ground, you can take a Reaction to reduce the distance you are moved by up to 10 feet. The wearer has Disadvantage on Dexterity (Stealth) checks. If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Horn of Blasting Rare true
Wondrous item, rare You can take a Magic action to blow the horn, which emits a thunderous blast in a 30-foot Cone that is audible out to 600 feet. Each creature in the Cone makes a DC 15 Constitution saving throw. On a failed save, a creature takes 5d8 Thunder damage and has the Deafened condition for 1 minute. On a successful save, a creature takes half as much damage only. Glass or crystal objects in the Cone that aren't being worn or carried take 10d8 Thunder damage. Each use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 Force damage to the user and destroys the horn.
Ring of Resistance (Acid) Rare true
Ring, rare You have Resistance to Acid damage while wearing this ring. The ring is set with pearl.
Staff of Withering Rare true
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.