Show Trade Log Entry
Date Played
2020-06-21 22:09:00 UTC
2020-06-21 22:09:00 UTC
Downtime
-15.0
-15.0
Notes
traded with Pim Pätschau (https://www.adventurersleaguelog.com/users/9980/characters/60211) for Weapon of Warning [Shortsword]
traded with Pim Pätschau (https://www.adventurersleaguelog.com/users/9980/characters/60211) for Weapon of Warning [Shortsword]
Traded Magic Item
Bag of Tricks (Gray), Wondrous item, (requires attunement)
Uncommon
Bag of Tricks (Gray)
This pouch feels like it has been constructed of a fine rabbit pelt.
This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound. You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monster Manual for the creature's statistics.
Bag of Tricks (Gray)
1 Weasel 5 Panther
2 Giant Rat 6 Giant Badge
3 Badger 7 Dire Wolf
4 Boar 8 Giant Elk
The creature is friendly to you and your companions,
and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.
Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.
This item can be found in the Dungeon Master’s Guide.
Received Magic Item
Weapon of Warning [Shortsword]
Uncommon
Martial weapon, melee weapon, major tier, uncommon (requires attunement)
2 lb. 1d6 piercing - finesse, light
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Finesse.
When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light.
A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.