Esmeralda

Season:
Forgotten Realms
Race:
Tabaxi
Class:
Bard
Background:
Cloistered Scholar
Lifestyle:
Comfortable
Current Level:
20
Total GP:
134505.75
Total Downtime:
165
Tag:
Esmeralda (Karrakaz) 🛡️17👁️18📜27
Faction:
Candlekeep
Faction Rank:
Heroic (rank 4)
Magic Item Count:
11
Magic Item Limit:
10
Chardalyn Lute (Instuments of the Bards: Fochlucan bandore),
Arrow Catching Shield,
Bracers of Archery,
The Eye of the Deep Caller (Rod of the Pact Keeper +3),
Deathshield (Defender Greatsword),
Rod of the Pactkeeper +2,
Ring of Earth Elemental Command,
Bracers of Defense,
Spellguard Shield,
Scarab of Protection,
Oathbow (Shortbow)

Log Entries

Date Played Adventure Title Session Levels GP Downtime ▼ Magic Items
2025-08-04 19:00 Trade Log -1200 Show Trade Log

Bought 4x Spell Components for Legend Lore Base 250GP and 4x Ivory Stripis 200 GP

Bastion Show

Demiplane
Empower: Arcane Resilience. When you issue the Empower order to this facility, magical runes appear on the Demiplane's walls and last for 7 days. Until the runes disappear, you gain Temporary Hit Points equal to five times your level after spending an entire Long Rest in the Demiplane.

Teleportation Circle
Inscribed on the floor of this room is a permanent teleportation circle created by the Teleportation Circle spell.

Pub
Pub Special. The Pub has one magical beverage on tap, chosen from the options below:

Positive Reinforcement. Drinking a pint of this beverage gives you Resistance to Necrotic damage for 24 hours.

Sterner Stuff. For 24 hours after drinking a pint of this beverage, you automatically succeed on saving throws to avoid or end the Frightened condition.

Meditation Chamber
Fortify Self. You can meditate in this facility over a period of 7 days. If you leave the Bastion during this time, you gain no benefit. Otherwise, at the end of the seventh day, you gain Advantage on two kinds of saving throws for the next 7 days, determined randomly by rolling on the table below. Reroll if you get a duplicate result.

Arcane Study
Arcane Study Charm. After spending a Long Rest in your Bastion, you gain a magical Charm (see "Supernatural Gifts" in chapter 3) that lasts for 7 days or until you use it. The Charm allows you to cast Identify without expending a spell slot or using Material components. You can't gain this Charm again while you still have it.

Craft Options. When you issue the Craft order to this facility, choose one of the following options:

Craft: Magic Item (Arcana). If you are level 9+, you can commission the facility's hireling to craft a Common or an Uncommon magic item chosen by you from the Arcana tables in chapter 7. The facility has the tool required to craft the item, and the hireling has proficiency with that tool as well as proficiency in the Arcana skill. See the "Crafting Magic Items" section in chapter 7 for the time and money that must be spent to craft the item. If the item allows its user to cast any spells from it, you must craft the item yourself (the facility's hireling can assist), and you must have all those spells prepared every day you spend crafting the item.

2025-11-09 17:43 Purchase Log -41000 Show Purchase

Scrolls: Death Ward, Mind Blank, PW Fortify

2025-08-26 19:14 Trade Log -50 Show Trade Log

Bougth: 50 GP Diamond

2025-08-21 19:38 Trade Log -3000 Show Trade Log

Bought
Superior Healing 3x

2025-08-13 20:11 Trade Log -400 Show Trade Log

4x Greater Resto Components

2025-08-10 19:29 Trade Log -1500 Show Trade Log

bought spell component contingency

2025-08-04 22:17 Trade Log -200 Show Trade Log

Bought 4x Ivory Stripis 200 GP

2026-02-15 21:00 DDAL-DRW08 The Harrowing Hell 20000 20 Oathbow (Shortbow), Scarab of Protection Show

Loot

3x Potion of Vitality, Chime of Opening, Potion of Storm Giants Strength

2025-07-09 19:00 DDHC-CM-01 The Joy of Extradimensional Spaces 1 22.5 10 Show

Loot

Healing Potion

Driftglobe 2x

Flail +1

If the characters defeat the animated chained library, one of its books breaks free with a length of chain still attached and functions as a +1 flail. The book is entitled Martial Attack Techniques.

2025-07-30 19:30 DDHC-CM-09 Lore of Lurue 1 10 Show

Loot

Potions:
Scrolls:

Ring of Shooting Stars

Ring, very rare (requires attunement)
You can cast Dancing Lights or Light from the ring.

The ring has 6 charges and regains 1d6 expended charges daily at dawn. You can expend its charges to use the properties below.

Faerie Fire. You can expend 1 charge to cast Faerie Fire from the ring.

Lightning Spheres. You can expend 2 charges as a Magic action to create up to four 3-foot-diameter spheres of lightning.

Each sphere appears in an unoccupied space you can see within 120 feet of yourself. The spheres last as long as you maintain Concentration, up to 1 minute. Each sphere sheds Dim Light in a 30-foot radius.

As a Bonus Action, you can move each sphere up to 30 feet, but no farther than 120 feet away from yourself. The first time the sphere comes within 5 feet of a creature other than you that isn't behind Total Cover, the sphere discharges lightning at that creature and disappears. That creature makes a DC 15 Dexterity saving throw. On a failed save, the creature takes Lightning damage based on the number of spheres you created, as shown in the following table. On a successful save, the creature takes half as much damage.

Number of Spheres Lightning Damage
1 4d12
2 5d4
3 2d6
4 2d4
Shooting Stars. You can expend 1 to 3 charges as a Magic action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of yourself. Each creature in a 15-foot Cube originating from that point is showered in sparks and makes a DC 15 Dexterity saving throw, taking 5d4 Radiant damage on a failed save or half as much damage on a successful one.

2025-07-31 19:30 DDHC-CM-10 Candlekeep Deconstruction 351 10 Show

Loot

Potions:
Scrolls:

Ring of Telekinesis

Ring, very rare (requires attunement)

While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried.

Charm of Heroes Feast

This charm allows you to cast the heroes’ feast spell as an action, no components required. Once used, this charm goes away. See “Other Rewards” for more information on how charms work

2025-07-31 22:40 SJ-DC-KEEP Kandlekeep Rekonstruktion 1 900 10 Show

Loot

Potions: Greater Healing, Ointment 5 Charges
Scrolls:

Elemetal Essence Shard (Water)

Wondrous Item, rare (requires attunement by a sorcerer)
This crackling crystal contains the essence of an
elemental plane. 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.
Water. You create a wave of water that bursts out
from you in a 10-foot radius. Each creature of your
choice that you can see in that area takes 2d6 cold
damage and must succeed on a Strength saving throw
against your spell save DC or be pushed 10 feet away from you and fall prone.
Waterborne (Minor Property). This item floats on
water and other liquids. Its bearer has advantage
on Strength (Athletics) checks to swim.

Hat of Wizardry

Wondrous Item, common (requires attunement by a wizard)
While you are wearing this item, you gain the following
benefits:
You can use the hat as a spellcasting focus for yourwizard spells.
You can try to cast a cantrip that you don’t know.
The cantrip must be on the Wizard spell list, and you must make a DC 10 Intelligence )Arcana) check.
If the check succeeds, you cast the spell. If the checkfails, so does the spell, and the action used to cast
the spell is wasted. In either case, you can’t use thisproperty again until you finish a long rest.

2025-07-09 23:45 DDHC-CM-02 Mazfroth's Mighty Digressions 1 10 Show

Loot

Helm of Comprehending Languages

Wondrous item, uncommon

While wearing this helm, you can use an action to cast the comprehend languages spell from it at will.

2025-11-09 18:00 DDAL-DRW-EP-03 When the Lights went out in Candlekeep 2500 10 Arrow Catching Shield, Bracers of Archery, The Eye of the Deep Caller (Rod of the Pact Keeper +3) Show

Loot

Potions: Heroism, Greater Healing, Invuln, Speed
Scrolls:

2026-01-22 20:00 DDAL09-20 Where Devils Fear to Tread 10000 10 Deathshield (Defender Greatsword), Rod of the Pactkeeper +2 Show

Loot

Esmeralda wished for Necrotic Resistance (Rolled 14)
1x Potion of Flight, 1x Potion of Longevity, 1x Gate
Story Award: Thanks of Ilmater
You have worked the will of the gods of light to maintain the balance of the Blood War. If you are 20th level (or upon achieving 20th level) you may select the boon of immortality or the boon of planar travel from the Dungeon Master’s Guide. If you select the boon of planar travel, it takes you to the Brightwater: the realm of Ilmater and Sune in the Seven Heavens of Celestia.

2026-02-08 17:30 DDAL-DRWEP02 Wings of Death 20000 10 Ring of Earth Elemental Command, Bracers of Defense, Spellguard Shield Show

Loot

Scroll Control Weather, Potion Cloud Giant Strenght, Potion Supreme Healing

2025-07-27 19:00 DDHC-CM-08 Sarah of Yellowcrest Manor 1 337.7 10 Show

Loot

Potions: Superior Healing
Scrolls: Counterspell, Teleport

Chime of Opening

Wondrous item, rare

This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens.

The chime can be used ten times. After the tenth time, it cracks and becomes useless.

~~Robe of Scintillating Colors~~

Wondrous item, very rare (requires attunement)

This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe’s power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends.

2025-07-20 19:00 DDHC-CM-07 The Book of Cylinders 1 540 10 Show

Loot

Potions:
Scrolls:

Serpent Scale Armor

Armor (scale mail), uncommon

This suit of magic armor is made from shimmering scales. While wearing it, you can apply your full Dexterity modifier (instead of a maximum of +2) when determining your Armor Class. In addition, this armor does not impose disadvantage on your Dexterity (Stealth) checks.

Serpent's Fang

Weapon (longsword), rare

This single-edged magic sword is made from the scrimshawed fang of a giant serpent. Its hilt changes shape to adjust to the grasp of any creature that picks it up. The weapon deals an extra 1d10 poison damage to any target it hits.

Chime of Opening

Wondrous item, rare

This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens.

The chime can be used ten times. After the tenth time, it cracks and becomes useless.

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.

2025-07-17 19:00 DDHC-CM-06 The Price of Beauty 1 10 Show

Loot

Potions: Hill Giants Strenght, Oil of Slipperiness
Scrolls: Greater Restoration

Radiance

Wand, uncommon (requires attunement by a spellcaster)

Radiance, a +1 wand of the war mage in the form of an exquisite golden hand mirror. While surrounded by darkness, it sheds dim light in a 5-foot radius. A creature that is attuned to Radiance can use a bonus action while holding the mirror to cast the enhance ability spell, choosing itself and no other creature as the spell’s target. Once this property of the wand is used, it can’t be used again until the next dawn. While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.

Date Played Adventure Title Tier Session ACP TCP Downtime ▼ Renown
2025-08-04 19:00 Trade Log Show Trade Log

Bought 4x Spell Components for Legend Lore Base 250GP and 4x Ivory Stripis 200 GP

Bastion Show

Demiplane
Empower: Arcane Resilience. When you issue the Empower order to this facility, magical runes appear on the Demiplane's walls and last for 7 days. Until the runes disappear, you gain Temporary Hit Points equal to five times your level after spending an entire Long Rest in the Demiplane.

Teleportation Circle
Inscribed on the floor of this room is a permanent teleportation circle created by the Teleportation Circle spell.

Pub
Pub Special. The Pub has one magical beverage on tap, chosen from the options below:

Positive Reinforcement. Drinking a pint of this beverage gives you Resistance to Necrotic damage for 24 hours.

Sterner Stuff. For 24 hours after drinking a pint of this beverage, you automatically succeed on saving throws to avoid or end the Frightened condition.

Meditation Chamber
Fortify Self. You can meditate in this facility over a period of 7 days. If you leave the Bastion during this time, you gain no benefit. Otherwise, at the end of the seventh day, you gain Advantage on two kinds of saving throws for the next 7 days, determined randomly by rolling on the table below. Reroll if you get a duplicate result.

Arcane Study
Arcane Study Charm. After spending a Long Rest in your Bastion, you gain a magical Charm (see "Supernatural Gifts" in chapter 3) that lasts for 7 days or until you use it. The Charm allows you to cast Identify without expending a spell slot or using Material components. You can't gain this Charm again while you still have it.

Craft Options. When you issue the Craft order to this facility, choose one of the following options:

Craft: Magic Item (Arcana). If you are level 9+, you can commission the facility's hireling to craft a Common or an Uncommon magic item chosen by you from the Arcana tables in chapter 7. The facility has the tool required to craft the item, and the hireling has proficiency with that tool as well as proficiency in the Arcana skill. See the "Crafting Magic Items" section in chapter 7 for the time and money that must be spent to craft the item. If the item allows its user to cast any spells from it, you must craft the item yourself (the facility's hireling can assist), and you must have all those spells prepared every day you spend crafting the item.

2025-11-09 17:43 Purchase Log Show Purchase

Scrolls: Death Ward, Mind Blank, PW Fortify

2025-08-26 19:14 Trade Log Show Trade Log

Bougth: 50 GP Diamond

2025-08-21 19:38 Trade Log Show Trade Log

Bought
Superior Healing 3x

2025-08-13 20:11 Trade Log Show Trade Log

4x Greater Resto Components

2025-08-10 19:29 Trade Log Show Trade Log

bought spell component contingency

2025-08-04 22:17 Trade Log Show Trade Log

Bought 4x Ivory Stripis 200 GP

2026-02-15 21:00 DDAL-DRW08 The Harrowing Hell 20 Show

Loot

3x Potion of Vitality, Chime of Opening, Potion of Storm Giants Strength

2025-07-09 19:00 DDHC-CM-01 The Joy of Extradimensional Spaces 10 Show

Loot

Healing Potion

Driftglobe 2x

Flail +1

If the characters defeat the animated chained library, one of its books breaks free with a length of chain still attached and functions as a +1 flail. The book is entitled Martial Attack Techniques.

2025-07-30 19:30 DDHC-CM-09 Lore of Lurue 10 Show

Loot

Potions:
Scrolls:

Ring of Shooting Stars

Ring, very rare (requires attunement)
You can cast Dancing Lights or Light from the ring.

The ring has 6 charges and regains 1d6 expended charges daily at dawn. You can expend its charges to use the properties below.

Faerie Fire. You can expend 1 charge to cast Faerie Fire from the ring.

Lightning Spheres. You can expend 2 charges as a Magic action to create up to four 3-foot-diameter spheres of lightning.

Each sphere appears in an unoccupied space you can see within 120 feet of yourself. The spheres last as long as you maintain Concentration, up to 1 minute. Each sphere sheds Dim Light in a 30-foot radius.

As a Bonus Action, you can move each sphere up to 30 feet, but no farther than 120 feet away from yourself. The first time the sphere comes within 5 feet of a creature other than you that isn't behind Total Cover, the sphere discharges lightning at that creature and disappears. That creature makes a DC 15 Dexterity saving throw. On a failed save, the creature takes Lightning damage based on the number of spheres you created, as shown in the following table. On a successful save, the creature takes half as much damage.

Number of Spheres Lightning Damage
1 4d12
2 5d4
3 2d6
4 2d4
Shooting Stars. You can expend 1 to 3 charges as a Magic action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of yourself. Each creature in a 15-foot Cube originating from that point is showered in sparks and makes a DC 15 Dexterity saving throw, taking 5d4 Radiant damage on a failed save or half as much damage on a successful one.

2025-07-31 19:30 DDHC-CM-10 Candlekeep Deconstruction 10 Show

Loot

Potions:
Scrolls:

Ring of Telekinesis

Ring, very rare (requires attunement)

While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried.

Charm of Heroes Feast

This charm allows you to cast the heroes’ feast spell as an action, no components required. Once used, this charm goes away. See “Other Rewards” for more information on how charms work

2025-07-31 22:40 SJ-DC-KEEP Kandlekeep Rekonstruktion 10 Show

Loot

Potions: Greater Healing, Ointment 5 Charges
Scrolls:

Elemetal Essence Shard (Water)

Wondrous Item, rare (requires attunement by a sorcerer)
This crackling crystal contains the essence of an
elemental plane. 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.
Water. You create a wave of water that bursts out
from you in a 10-foot radius. Each creature of your
choice that you can see in that area takes 2d6 cold
damage and must succeed on a Strength saving throw
against your spell save DC or be pushed 10 feet away from you and fall prone.
Waterborne (Minor Property). This item floats on
water and other liquids. Its bearer has advantage
on Strength (Athletics) checks to swim.

Hat of Wizardry

Wondrous Item, common (requires attunement by a wizard)
While you are wearing this item, you gain the following
benefits:
You can use the hat as a spellcasting focus for yourwizard spells.
You can try to cast a cantrip that you don’t know.
The cantrip must be on the Wizard spell list, and you must make a DC 10 Intelligence )Arcana) check.
If the check succeeds, you cast the spell. If the checkfails, so does the spell, and the action used to cast
the spell is wasted. In either case, you can’t use thisproperty again until you finish a long rest.

2025-07-09 23:45 DDHC-CM-02 Mazfroth's Mighty Digressions 10 Show

Loot

Helm of Comprehending Languages

Wondrous item, uncommon

While wearing this helm, you can use an action to cast the comprehend languages spell from it at will.

2025-11-09 18:00 DDAL-DRW-EP-03 When the Lights went out in Candlekeep 10 Show

Loot

Potions: Heroism, Greater Healing, Invuln, Speed
Scrolls:

2026-01-22 20:00 DDAL09-20 Where Devils Fear to Tread 10 Show

Loot

Esmeralda wished for Necrotic Resistance (Rolled 14)
1x Potion of Flight, 1x Potion of Longevity, 1x Gate
Story Award: Thanks of Ilmater
You have worked the will of the gods of light to maintain the balance of the Blood War. If you are 20th level (or upon achieving 20th level) you may select the boon of immortality or the boon of planar travel from the Dungeon Master’s Guide. If you select the boon of planar travel, it takes you to the Brightwater: the realm of Ilmater and Sune in the Seven Heavens of Celestia.

2026-02-08 17:30 DDAL-DRWEP02 Wings of Death 10 Show

Loot

Scroll Control Weather, Potion Cloud Giant Strenght, Potion Supreme Healing

2025-07-27 19:00 DDHC-CM-08 Sarah of Yellowcrest Manor 10 Show

Loot

Potions: Superior Healing
Scrolls: Counterspell, Teleport

Chime of Opening

Wondrous item, rare

This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens.

The chime can be used ten times. After the tenth time, it cracks and becomes useless.

~~Robe of Scintillating Colors~~

Wondrous item, very rare (requires attunement)

This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe’s power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends.

2025-07-20 19:00 DDHC-CM-07 The Book of Cylinders 10 Show

Loot

Potions:
Scrolls:

Serpent Scale Armor

Armor (scale mail), uncommon

This suit of magic armor is made from shimmering scales. While wearing it, you can apply your full Dexterity modifier (instead of a maximum of +2) when determining your Armor Class. In addition, this armor does not impose disadvantage on your Dexterity (Stealth) checks.

Serpent's Fang

Weapon (longsword), rare

This single-edged magic sword is made from the scrimshawed fang of a giant serpent. Its hilt changes shape to adjust to the grasp of any creature that picks it up. The weapon deals an extra 1d10 poison damage to any target it hits.

Chime of Opening

Wondrous item, rare

This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens.

The chime can be used ten times. After the tenth time, it cracks and becomes useless.

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.

2025-07-17 19:00 DDHC-CM-06 The Price of Beauty 10 Show

Loot

Potions: Hill Giants Strenght, Oil of Slipperiness
Scrolls: Greater Restoration

Radiance

Wand, uncommon (requires attunement by a spellcaster)

Radiance, a +1 wand of the war mage in the form of an exquisite golden hand mirror. While surrounded by darkness, it sheds dim light in a 5-foot radius. A creature that is attuned to Radiance can use a bonus action while holding the mirror to cast the enhance ability spell, choosing itself and no other creature as the spell’s target. Once this property of the wand is used, it can’t be used again until the next dawn. While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.

Date Played Adventure Title Session XP GP Downtime ▼ Renown Magic Items
2025-08-04 19:00 Trade Log -1200 Show Trade Log

Bought 4x Spell Components for Legend Lore Base 250GP and 4x Ivory Stripis 200 GP

Bastion Show

Demiplane
Empower: Arcane Resilience. When you issue the Empower order to this facility, magical runes appear on the Demiplane's walls and last for 7 days. Until the runes disappear, you gain Temporary Hit Points equal to five times your level after spending an entire Long Rest in the Demiplane.

Teleportation Circle
Inscribed on the floor of this room is a permanent teleportation circle created by the Teleportation Circle spell.

Pub
Pub Special. The Pub has one magical beverage on tap, chosen from the options below:

Positive Reinforcement. Drinking a pint of this beverage gives you Resistance to Necrotic damage for 24 hours.

Sterner Stuff. For 24 hours after drinking a pint of this beverage, you automatically succeed on saving throws to avoid or end the Frightened condition.

Meditation Chamber
Fortify Self. You can meditate in this facility over a period of 7 days. If you leave the Bastion during this time, you gain no benefit. Otherwise, at the end of the seventh day, you gain Advantage on two kinds of saving throws for the next 7 days, determined randomly by rolling on the table below. Reroll if you get a duplicate result.

Arcane Study
Arcane Study Charm. After spending a Long Rest in your Bastion, you gain a magical Charm (see "Supernatural Gifts" in chapter 3) that lasts for 7 days or until you use it. The Charm allows you to cast Identify without expending a spell slot or using Material components. You can't gain this Charm again while you still have it.

Craft Options. When you issue the Craft order to this facility, choose one of the following options:

Craft: Magic Item (Arcana). If you are level 9+, you can commission the facility's hireling to craft a Common or an Uncommon magic item chosen by you from the Arcana tables in chapter 7. The facility has the tool required to craft the item, and the hireling has proficiency with that tool as well as proficiency in the Arcana skill. See the "Crafting Magic Items" section in chapter 7 for the time and money that must be spent to craft the item. If the item allows its user to cast any spells from it, you must craft the item yourself (the facility's hireling can assist), and you must have all those spells prepared every day you spend crafting the item.

2025-11-09 17:43 Purchase Log -41000 Show Purchase

Scrolls: Death Ward, Mind Blank, PW Fortify

2025-08-26 19:14 Trade Log -50 Show Trade Log

Bougth: 50 GP Diamond

2025-08-21 19:38 Trade Log -3000 Show Trade Log

Bought
Superior Healing 3x

2025-08-13 20:11 Trade Log -400 Show Trade Log

4x Greater Resto Components

2025-08-10 19:29 Trade Log -1500 Show Trade Log

bought spell component contingency

2025-08-04 22:17 Trade Log -200 Show Trade Log

Bought 4x Ivory Stripis 200 GP

2026-02-15 21:00 DDAL-DRW08 The Harrowing Hell 20000 20 Oathbow (Shortbow), Scarab of Protection Show

Loot

3x Potion of Vitality, Chime of Opening, Potion of Storm Giants Strength

2025-07-09 19:00 DDHC-CM-01 The Joy of Extradimensional Spaces 22.5 10 Show

Loot

Healing Potion

Driftglobe 2x

Flail +1

If the characters defeat the animated chained library, one of its books breaks free with a length of chain still attached and functions as a +1 flail. The book is entitled Martial Attack Techniques.

2025-07-30 19:30 DDHC-CM-09 Lore of Lurue 10 Show

Loot

Potions:
Scrolls:

Ring of Shooting Stars

Ring, very rare (requires attunement)
You can cast Dancing Lights or Light from the ring.

The ring has 6 charges and regains 1d6 expended charges daily at dawn. You can expend its charges to use the properties below.

Faerie Fire. You can expend 1 charge to cast Faerie Fire from the ring.

Lightning Spheres. You can expend 2 charges as a Magic action to create up to four 3-foot-diameter spheres of lightning.

Each sphere appears in an unoccupied space you can see within 120 feet of yourself. The spheres last as long as you maintain Concentration, up to 1 minute. Each sphere sheds Dim Light in a 30-foot radius.

As a Bonus Action, you can move each sphere up to 30 feet, but no farther than 120 feet away from yourself. The first time the sphere comes within 5 feet of a creature other than you that isn't behind Total Cover, the sphere discharges lightning at that creature and disappears. That creature makes a DC 15 Dexterity saving throw. On a failed save, the creature takes Lightning damage based on the number of spheres you created, as shown in the following table. On a successful save, the creature takes half as much damage.

Number of Spheres Lightning Damage
1 4d12
2 5d4
3 2d6
4 2d4
Shooting Stars. You can expend 1 to 3 charges as a Magic action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of yourself. Each creature in a 15-foot Cube originating from that point is showered in sparks and makes a DC 15 Dexterity saving throw, taking 5d4 Radiant damage on a failed save or half as much damage on a successful one.

2025-07-31 19:30 DDHC-CM-10 Candlekeep Deconstruction 351 10 Show

Loot

Potions:
Scrolls:

Ring of Telekinesis

Ring, very rare (requires attunement)

While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried.

Charm of Heroes Feast

This charm allows you to cast the heroes’ feast spell as an action, no components required. Once used, this charm goes away. See “Other Rewards” for more information on how charms work

2025-07-31 22:40 SJ-DC-KEEP Kandlekeep Rekonstruktion 900 10 Show

Loot

Potions: Greater Healing, Ointment 5 Charges
Scrolls:

Elemetal Essence Shard (Water)

Wondrous Item, rare (requires attunement by a sorcerer)
This crackling crystal contains the essence of an
elemental plane. 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.
Water. You create a wave of water that bursts out
from you in a 10-foot radius. Each creature of your
choice that you can see in that area takes 2d6 cold
damage and must succeed on a Strength saving throw
against your spell save DC or be pushed 10 feet away from you and fall prone.
Waterborne (Minor Property). This item floats on
water and other liquids. Its bearer has advantage
on Strength (Athletics) checks to swim.

Hat of Wizardry

Wondrous Item, common (requires attunement by a wizard)
While you are wearing this item, you gain the following
benefits:
You can use the hat as a spellcasting focus for yourwizard spells.
You can try to cast a cantrip that you don’t know.
The cantrip must be on the Wizard spell list, and you must make a DC 10 Intelligence )Arcana) check.
If the check succeeds, you cast the spell. If the checkfails, so does the spell, and the action used to cast
the spell is wasted. In either case, you can’t use thisproperty again until you finish a long rest.

2025-07-09 23:45 DDHC-CM-02 Mazfroth's Mighty Digressions 10 Show

Loot

Helm of Comprehending Languages

Wondrous item, uncommon

While wearing this helm, you can use an action to cast the comprehend languages spell from it at will.

2025-11-09 18:00 DDAL-DRW-EP-03 When the Lights went out in Candlekeep 2500 10 Arrow Catching Shield, Bracers of Archery, The Eye of the Deep Caller (Rod of the Pact Keeper +3) Show

Loot

Potions: Heroism, Greater Healing, Invuln, Speed
Scrolls:

2026-01-22 20:00 DDAL09-20 Where Devils Fear to Tread 10000 10 Deathshield (Defender Greatsword), Rod of the Pactkeeper +2 Show

Loot

Esmeralda wished for Necrotic Resistance (Rolled 14)
1x Potion of Flight, 1x Potion of Longevity, 1x Gate
Story Award: Thanks of Ilmater
You have worked the will of the gods of light to maintain the balance of the Blood War. If you are 20th level (or upon achieving 20th level) you may select the boon of immortality or the boon of planar travel from the Dungeon Master’s Guide. If you select the boon of planar travel, it takes you to the Brightwater: the realm of Ilmater and Sune in the Seven Heavens of Celestia.

2026-02-08 17:30 DDAL-DRWEP02 Wings of Death 20000 10 Ring of Earth Elemental Command, Bracers of Defense, Spellguard Shield Show

Loot

Scroll Control Weather, Potion Cloud Giant Strenght, Potion Supreme Healing

2025-07-27 19:00 DDHC-CM-08 Sarah of Yellowcrest Manor 337.7 10 Show

Loot

Potions: Superior Healing
Scrolls: Counterspell, Teleport

Chime of Opening

Wondrous item, rare

This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens.

The chime can be used ten times. After the tenth time, it cracks and becomes useless.

~~Robe of Scintillating Colors~~

Wondrous item, very rare (requires attunement)

This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe’s power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends.

2025-07-20 19:00 DDHC-CM-07 The Book of Cylinders 540 10 Show

Loot

Potions:
Scrolls:

Serpent Scale Armor

Armor (scale mail), uncommon

This suit of magic armor is made from shimmering scales. While wearing it, you can apply your full Dexterity modifier (instead of a maximum of +2) when determining your Armor Class. In addition, this armor does not impose disadvantage on your Dexterity (Stealth) checks.

Serpent's Fang

Weapon (longsword), rare

This single-edged magic sword is made from the scrimshawed fang of a giant serpent. Its hilt changes shape to adjust to the grasp of any creature that picks it up. The weapon deals an extra 1d10 poison damage to any target it hits.

Chime of Opening

Wondrous item, rare

This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens.

The chime can be used ten times. After the tenth time, it cracks and becomes useless.

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.

2025-07-17 19:00 DDHC-CM-06 The Price of Beauty 10 Show

Loot

Potions: Hill Giants Strenght, Oil of Slipperiness
Scrolls: Greater Restoration

Radiance

Wand, uncommon (requires attunement by a spellcaster)

Radiance, a +1 wand of the war mage in the form of an exquisite golden hand mirror. While surrounded by darkness, it sheds dim light in a 5-foot radius. A creature that is attuned to Radiance can use a bonus action while holding the mirror to cast the enhance ability spell, choosing itself and no other creature as the spell’s target. Once this property of the wand is used, it can’t be used again until the next dawn. While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.