Show Trade Log Entry

Date Played
2021-03-26 01:09:00 UTC
Downtime
Notes
Exchange item from Dungeon Master Reward
Traded Magic Item

Horn of Valhalla (Brass)

Rare
**Wondrous item, rare** This gleaming brass horn has flaming swords, the holy symbols of Tempus, etched all along its length. The horn instills eagerness for battle in its bearer. You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed. Four types of horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The brass horn summons 3d4 + 3 berserkers and requires proficiency with all simple weapons. If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.
Received Magic Item

Tloques' Berserker Axe

Very Rare
**Weapon (Battleaxe), very rare (requires attunement)** The battleaxe has a blade of bronze, and the haft is wound with snakeskin wrappings. It casts an ominous shadow in the shape of what appears to be a withered arm. Concealed beneath the wrappings around the handle is a parchment containing the spells passwall, burning hands, and gust of wind. You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit points maximum increases by 1 for each level you have attained. When the attuned wielder uses an action to say the correct words of power, which are engraved in Olman (Chultan) on the axe blade, one of these spells can be cast. - *Passwall * - *Gust of Wind * - *Burning hands* The axe has 12 charges and regains 1d6 + 4 expended charges daily at dawn. Casting a spell from it takes a number of charges equal to the level at which the spell is cast (5th for passwall, 2nd for gust of wind, and 1st or higher for burning hands; spell save DC 15). If the parchment is removed from the axe, the axe loses the capability of casting these spells forever. **Curse.** This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear. Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear. dndbeyond