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Adventure Title
DDEP00-01 The Red War
DDEP00-01 The Red War
Session
1
1
Date DMed
2020-08-30 18:00
2020-08-30 18:00
Session Length (Hours)
3
3
Avg Party Level
Location DMed
XP Gained
GP +/-
Downtime +/-
Renown
Missions
Date Assigned
Character to Apply Rewards
Notes
Magic Items
Character | Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|---|
Ring of Telekenesis | Very Rare | true | ||||
*Wondrous Item, very rare (requires attunement)* This ring is crafted of electrum and free of adornement save faint draconic runes etched on the inside of the band. When used by an attuned owner the ring emits a high pitched rining, not unlike a tuning fork. 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. | ||||||
Tenebrax (Figurine of Wondrous Power: Obsidian Steed) | Very Rare | true | ||||
*Wondrous Item,very rare (requires attunement)* This 6-inch tall figurine is crudely crafted of obsidian with tiny ruby chips for eyes. The command word, “Tenebrax”, is scratched in Infernal along the figure’s belly. A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. This polished obsidian horse can become a nightmare for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can’t be used again until 5 days have passed. If you have a good alignment, the figurine has a 10 percent chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form. | ||||||
Amulet of Health | Rare | true | ||||
*Wondrous Item, rare (requires attunement)* Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher. A heavy iron amulet bears the inscribed holy symbol of Loviatar, the Maiden of Pain. Suspended from an iron chain with short-barbed links, the amulet is uncomfortable and constantly scratches the wearer’s neck. | ||||||
+1 Breastplate | Rare | true | ||||
*Armor, rare* You have a +1 bonus to AC while wearing this armor. This surprisingly light breastplate is made of smoky red glass as strong as steel. Barely translucent, when light strikes it the smoky inclusions in the glass seems to shift and flow. The breastplate weighs 10 lbs. | ||||||
Headband of Intellect | Uncommon | true | ||||
*Wondrous Item, uncommon (requires attunement)* Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or higher without it. This item is described in the Dungeon Master’s Guide. This broad, polished headband is forged of purple stone struck through with veins of mithral. While attuned, the wearer gains the flaw: “Patience is a virtue; I slowly and ponderously weigh all possible options before acting.” | ||||||
Winged Boots | Uncommon | true | ||||
*Wondrous item, uncommon (requires attunement)* While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land. The boots regain 2 hours of flying capability for every 12 hours they aren’t in use. This item is described in the Dungeon Master’s Guide. These heavy, hobnail boots are fitted with clumsy metal wings at the ankles, and emit streams of black, choking smoke while in use. If they are not supplied with a fresh lump of coal at dawn, the boots don’t function until the following dawn. |