Esmeralda

Season:
Forgotten Realms
Race:
Tabaxi
Class:
Bard
Background:
Cloistered Scholar
Lifestyle:
Comfortable
Current Level:
16
Total GP:
84505.75
Total Downtime:
165
Tag:
Esmeralda (Karrakaz) 🛡️15👁️11📜17
Faction:
Candlekeep
Faction Rank:
Seasoned (rank 3)
Magic Item Count:
4
Magic Item Limit:
6
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)

Log Entries

Date Played Adventure Title Session Levels GP Downtime ▼ Magic Items
2025-08-04 22:17 Trade Log -200 Show Trade Log

Bought 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.

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

Bought
Superior Healing 3x

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

bought spell component contingency

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

Scrolls: Death Ward, Mind Blank, PW Fortify

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

4x Greater Resto Components

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

Bougth: 50 GP Diamond

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

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 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.

2025-08-10 19:30 DDHC-CM-12 The Curious Tale of Wisteria Vale 1 1150 10 Show

Loot

Potions:
Scrolls:

Cli Lyre

Wondrous item, rare (requires attunement by a bard)

An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.

You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.

You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.

Spells: Fly, invisibility, levitate, protection from evil and good, stone shape, wall of fire, wind wall

2025-08-13 19:30 DDHC-TftYP-Tomb of Horrors 96788 10 Show

Loot

Potions: 4 Potions of Speed, 4 Potions of Greater Invisibility, 2 Potions of Longevity, 2 Potions of Vitality, Potion of Diminution
Scrolls: 1 Enervation, 1 Far Step, 2 Legend Lore, 2 Modify Memory. 7 Misty Step

Manual of Quickness of Action

Glaive of Vengeance

Defender Dagger

Spear of Backbiting

Berserker Greataxe

Rod of the Pact Keeper +3

Ring of Resistance Psychic

Staff of Power

Ring of Protection

Flail +1

Gem of Seeing

Bag of Devouring

Nolzur's Marvelous Pigments (4 Pots)

2025-08-20 20:00 DDHC-CM-13 The Book of Inner Alchemy 1 2018.75 10 Show

Loot

Potions: Superior Healing
Scrolls:

Staff of Striking

Staff, very rare (requires attunement)

This staff can be wielded as a magic Quarterstaff that grants a +3 bonus to attack rolls and damage rolls made with it.
The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 charges. For each charge you expend, the target takes an extra 1d6 Force damage.
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 becomes a nonmagical Quarterstaff.

2025-08-04 19:30 DDHC-CM-11 Zikran's Zephyrean Tome 1 827.4 10 Show

Loot

Potions: 2x Healing, 2x Greater Healing
Scrolls:

Alchemy Jug Blue

Alchemy Jug Orange

Iron Bands of Bilarro

Wondrous item, rare

This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can take a Magic action to throw the sphere at a Huge or smaller creature you can see within 60 feet of yourself. As the sphere moves through the air, it opens into a tangle of metal bands.

Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your Proficiency Bonus. On a hit, the target has the Restrained condition until you take a Bonus Action to issue a command that releases it. Doing so or missing with the attack causes the bands to contract and become a sphere once more.

A creature that can touch the bands, including the one Restrained, can take an action to make a DC 20 Strength (Athletics) check to break the iron bands. On a successful check, the item is destroyed, and the Restrained creature is freed. On a failed check, any further attempts made by that creature automatically fail until 24 hours have elapsed.

Once the bands are used, they can't be used again until the next dawn.

Boots of the Winterlands

Wondrous item, uncommon (requires attunement)
These furred boots are snug and feel warm. While wearing them, you gain the following benefits.

Cold Resistance. You have Resistance to Cold damage and can tolerate temperatures of 0 degrees Fahrenheit or lower without any additional protection.

Winter Strider. You ignore Difficult Terrain created by ice or snow.

Censer of Controlling Air Elementals

Wondrous item, rare

While incense is burning in this censer, you can use an action to speak the censer’s command word and summon an air elemental, as if you had cast the conjure elemental spell. The censer can’t be used this way again until the next dawn.

This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound.

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.

2025-07-12 19:00 DDHC-CM-03 Book of the Raven 1 50 10 Show

Loot

Potions: Mind Reading
Scorlls:
Charm of Heroism

Saddle of the Cavalier

Wondrous item, uncommon

While in this saddle on a mount, you can’t be dismounted against your will if you’re conscious, and attack rolls against the mount have disadvantage.

Ring of Jumping

Ring, uncommon (requires attunement)

While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.

2025-07-14 19:00 DDHC-CM-04 A Deep and Creeping Darkness 80.4 10 Show

Loot

Potions:
Scrolls:

Ring of Swimming

Ring, uncommon
You have a swimming speed of 40 feet while wearing this ring.

Goggles of Night

2025-07-16 19:30 DDHC-CM-05 Shemshime's Bedtime Rhyme 1 19 10 Show

Loot

Potions: Heroism, Gaseous Form
Scrolls:

Bag of Holding

Ring of the Ram

Ring, rare (requires attunement)

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 to 3 of its charges to attack one creature you can see within 60 feet of you. The ring produces a spectral ram’s head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you.

Alternatively, you can expend 1 to 3 of the ring’s charges as an action to try to break an object you can see within 60 feet of you that isn’t being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.

Date Played Adventure Title Tier Session ACP TCP Downtime ▼ Renown
2025-08-04 22:17 Trade Log Show Trade Log

Bought 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.

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

Bought
Superior Healing 3x

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

bought spell component contingency

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

Scrolls: Death Ward, Mind Blank, PW Fortify

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

4x Greater Resto Components

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

Bougth: 50 GP Diamond

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

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 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.

2025-08-10 19:30 DDHC-CM-12 The Curious Tale of Wisteria Vale 10 Show

Loot

Potions:
Scrolls:

Cli Lyre

Wondrous item, rare (requires attunement by a bard)

An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.

You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.

You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.

Spells: Fly, invisibility, levitate, protection from evil and good, stone shape, wall of fire, wind wall

2025-08-13 19:30 DDHC-TftYP-Tomb of Horrors 10 Show

Loot

Potions: 4 Potions of Speed, 4 Potions of Greater Invisibility, 2 Potions of Longevity, 2 Potions of Vitality, Potion of Diminution
Scrolls: 1 Enervation, 1 Far Step, 2 Legend Lore, 2 Modify Memory. 7 Misty Step

Manual of Quickness of Action

Glaive of Vengeance

Defender Dagger

Spear of Backbiting

Berserker Greataxe

Rod of the Pact Keeper +3

Ring of Resistance Psychic

Staff of Power

Ring of Protection

Flail +1

Gem of Seeing

Bag of Devouring

Nolzur's Marvelous Pigments (4 Pots)

2025-08-20 20:00 DDHC-CM-13 The Book of Inner Alchemy 10 Show

Loot

Potions: Superior Healing
Scrolls:

Staff of Striking

Staff, very rare (requires attunement)

This staff can be wielded as a magic Quarterstaff that grants a +3 bonus to attack rolls and damage rolls made with it.
The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 charges. For each charge you expend, the target takes an extra 1d6 Force damage.
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 becomes a nonmagical Quarterstaff.

2025-08-04 19:30 DDHC-CM-11 Zikran's Zephyrean Tome 10 Show

Loot

Potions: 2x Healing, 2x Greater Healing
Scrolls:

Alchemy Jug Blue

Alchemy Jug Orange

Iron Bands of Bilarro

Wondrous item, rare

This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can take a Magic action to throw the sphere at a Huge or smaller creature you can see within 60 feet of yourself. As the sphere moves through the air, it opens into a tangle of metal bands.

Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your Proficiency Bonus. On a hit, the target has the Restrained condition until you take a Bonus Action to issue a command that releases it. Doing so or missing with the attack causes the bands to contract and become a sphere once more.

A creature that can touch the bands, including the one Restrained, can take an action to make a DC 20 Strength (Athletics) check to break the iron bands. On a successful check, the item is destroyed, and the Restrained creature is freed. On a failed check, any further attempts made by that creature automatically fail until 24 hours have elapsed.

Once the bands are used, they can't be used again until the next dawn.

Boots of the Winterlands

Wondrous item, uncommon (requires attunement)
These furred boots are snug and feel warm. While wearing them, you gain the following benefits.

Cold Resistance. You have Resistance to Cold damage and can tolerate temperatures of 0 degrees Fahrenheit or lower without any additional protection.

Winter Strider. You ignore Difficult Terrain created by ice or snow.

Censer of Controlling Air Elementals

Wondrous item, rare

While incense is burning in this censer, you can use an action to speak the censer’s command word and summon an air elemental, as if you had cast the conjure elemental spell. The censer can’t be used this way again until the next dawn.

This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound.

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.

2025-07-12 19:00 DDHC-CM-03 Book of the Raven 10 Show

Loot

Potions: Mind Reading
Scorlls:
Charm of Heroism

Saddle of the Cavalier

Wondrous item, uncommon

While in this saddle on a mount, you can’t be dismounted against your will if you’re conscious, and attack rolls against the mount have disadvantage.

Ring of Jumping

Ring, uncommon (requires attunement)

While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.

2025-07-14 19:00 DDHC-CM-04 A Deep and Creeping Darkness 10 Show

Loot

Potions:
Scrolls:

Ring of Swimming

Ring, uncommon
You have a swimming speed of 40 feet while wearing this ring.

Goggles of Night

2025-07-16 19:30 DDHC-CM-05 Shemshime's Bedtime Rhyme 10 Show

Loot

Potions: Heroism, Gaseous Form
Scrolls:

Bag of Holding

Ring of the Ram

Ring, rare (requires attunement)

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 to 3 of its charges to attack one creature you can see within 60 feet of you. The ring produces a spectral ram’s head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you.

Alternatively, you can expend 1 to 3 of the ring’s charges as an action to try to break an object you can see within 60 feet of you that isn’t being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.

Date Played Adventure Title Session XP GP Downtime ▼ Renown Magic Items
2025-08-04 22:17 Trade Log -200 Show Trade Log

Bought 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.

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

Bought
Superior Healing 3x

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

bought spell component contingency

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

Scrolls: Death Ward, Mind Blank, PW Fortify

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

4x Greater Resto Components

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

Bougth: 50 GP Diamond

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

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 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.

2025-08-10 19:30 DDHC-CM-12 The Curious Tale of Wisteria Vale 1150 10 Show

Loot

Potions:
Scrolls:

Cli Lyre

Wondrous item, rare (requires attunement by a bard)

An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.

You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.

You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.

Spells: Fly, invisibility, levitate, protection from evil and good, stone shape, wall of fire, wind wall

2025-08-13 19:30 DDHC-TftYP-Tomb of Horrors 96788 10 Show

Loot

Potions: 4 Potions of Speed, 4 Potions of Greater Invisibility, 2 Potions of Longevity, 2 Potions of Vitality, Potion of Diminution
Scrolls: 1 Enervation, 1 Far Step, 2 Legend Lore, 2 Modify Memory. 7 Misty Step

Manual of Quickness of Action

Glaive of Vengeance

Defender Dagger

Spear of Backbiting

Berserker Greataxe

Rod of the Pact Keeper +3

Ring of Resistance Psychic

Staff of Power

Ring of Protection

Flail +1

Gem of Seeing

Bag of Devouring

Nolzur's Marvelous Pigments (4 Pots)

2025-08-20 20:00 DDHC-CM-13 The Book of Inner Alchemy 2018.75 10 Show

Loot

Potions: Superior Healing
Scrolls:

Staff of Striking

Staff, very rare (requires attunement)

This staff can be wielded as a magic Quarterstaff that grants a +3 bonus to attack rolls and damage rolls made with it.
The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 charges. For each charge you expend, the target takes an extra 1d6 Force damage.
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 becomes a nonmagical Quarterstaff.

2025-08-04 19:30 DDHC-CM-11 Zikran's Zephyrean Tome 827.4 10 Show

Loot

Potions: 2x Healing, 2x Greater Healing
Scrolls:

Alchemy Jug Blue

Alchemy Jug Orange

Iron Bands of Bilarro

Wondrous item, rare

This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can take a Magic action to throw the sphere at a Huge or smaller creature you can see within 60 feet of yourself. As the sphere moves through the air, it opens into a tangle of metal bands.

Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your Proficiency Bonus. On a hit, the target has the Restrained condition until you take a Bonus Action to issue a command that releases it. Doing so or missing with the attack causes the bands to contract and become a sphere once more.

A creature that can touch the bands, including the one Restrained, can take an action to make a DC 20 Strength (Athletics) check to break the iron bands. On a successful check, the item is destroyed, and the Restrained creature is freed. On a failed check, any further attempts made by that creature automatically fail until 24 hours have elapsed.

Once the bands are used, they can't be used again until the next dawn.

Boots of the Winterlands

Wondrous item, uncommon (requires attunement)
These furred boots are snug and feel warm. While wearing them, you gain the following benefits.

Cold Resistance. You have Resistance to Cold damage and can tolerate temperatures of 0 degrees Fahrenheit or lower without any additional protection.

Winter Strider. You ignore Difficult Terrain created by ice or snow.

Censer of Controlling Air Elementals

Wondrous item, rare

While incense is burning in this censer, you can use an action to speak the censer’s command word and summon an air elemental, as if you had cast the conjure elemental spell. The censer can’t be used this way again until the next dawn.

This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound.

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.

2025-07-12 19:00 DDHC-CM-03 Book of the Raven 50 10 Show

Loot

Potions: Mind Reading
Scorlls:
Charm of Heroism

Saddle of the Cavalier

Wondrous item, uncommon

While in this saddle on a mount, you can’t be dismounted against your will if you’re conscious, and attack rolls against the mount have disadvantage.

Ring of Jumping

Ring, uncommon (requires attunement)

While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.

2025-07-14 19:00 DDHC-CM-04 A Deep and Creeping Darkness 80.4 10 Show

Loot

Potions:
Scrolls:

Ring of Swimming

Ring, uncommon
You have a swimming speed of 40 feet while wearing this ring.

Goggles of Night

2025-07-16 19:30 DDHC-CM-05 Shemshime's Bedtime Rhyme 19 10 Show

Loot

Potions: Heroism, Gaseous Form
Scrolls:

Bag of Holding

Ring of the Ram

Ring, rare (requires attunement)

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 to 3 of its charges to attack one creature you can see within 60 feet of you. The ring produces a spectral ram’s head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you.

Alternatively, you can expend 1 to 3 of the ring’s charges as an action to try to break an object you can see within 60 feet of you that isn’t being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.