← Grim Dundragon (T4)

Trade

Date2022-03-05
TypeTrade
CharacterGrim Dundragon (T4)
LocationTAL Discord
Downtime Gained-5
Trade CharacterKip-kip
Trade Playerwaveyd2#1757

Details#

Traded Item#

Naerth's Planar Compass#

Wondrous Item, very rare (requires attunement)
A tethered compass made of string, wood shavings, and dried mushrooms with a center of brass, this item spins wildly when within 60 feet of a gate or portal to another plane. This item functions as an amulet of the planes (see the Dungeon Master's Guide).
While wearing this amulet, you can use an action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the plane shift spell. On a failure, you and each creature and object within 15 feet of you travel to a random destination. Roll a d100. On a 1–60, you travel to a random location on the plane you named. On a 61–100, you travel to a randomly determined plane of existence.
Player: Self
Character: Lucius
Source: Service Rewards, Season 11A

Received Item#

Helm of Brilliance#

Wondrous item, very rare (requires attunement)
This helm is decorated with scenes of underwater volcanoes. While you wear it, you can speak and understand Aquan.
This dazzling helm is set with 5 diamonds, 11 rubies, 16 fire opals, and 22 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic.
You gain the following benefits while wearing it:

  • You can use an action to cast one of the following spells (save DC 18), using one of the helm's gems of the specified type as a component: daylight (opal), fireball (fire opal), prismatic spray (diamond), or wall of fire (ruby). The gem is destroyed when the spell is cast and disappears from the helm.
  • As long as it has at least one diamond, the helm emits dim light in a 30-foot radius when at least one undead is within that area. Any undead that starts its turn in that area takes 1d6 radiant damage.
  • As long as the helm has at least one ruby, you have resistance to fire damage.
  • As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon.
    Roll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed.
    Player: Traded to waveyd2#1757 from Rian Manuela
    Source: DDAL-DRW-03 Saving Silverbeard