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Adventure Title
DDHC-ID:RotF - Icewind Dale: Rime of the Frostmaiden
DDHC-ID:RotF - Icewind Dale: Rime of the Frostmaiden
Session
4
4
Date Played
2021-09-25 21:23:00 UTC
2021-09-25 21:23:00 UTC
Levels Gained
1
1
GP +/-
1056
1056
Downtime +/-
Location Played
Roll20
Roll20
DM Name
Nemo
Nemo
DM DCI Number
9318732035
9318732035
Notes
LOOT: 1056gp 2x Superior Healing Potion Staff of Charming Mantle of Spell Resistance Thermal Cube Bag of Holding Ring of the Ram
LOOT: 1056gp 2x Superior Healing Potion Staff of Charming Mantle of Spell Resistance Thermal Cube Bag of Holding Ring of the Ram
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Thermal Cube | Common | DDHC-ID:RotF - Icewind Dale: Rime of the Frostmaiden | false | ||
Wondrous item, common This 3-inch cube of solid brimstone generates enough dry heat to keep the temperature within 15 feet of it at 95 degrees Fahrenheit (35 degrees Celsius). | |||||
Mantle of Spell Resistance | Rare | DDHC-ID:RotF - Icewind Dale: Rime of the Frostmaiden | G | true | |
Wondrous item, rare (requires attunement) You have advantage on saving throws against spells while you wear this cloak. | |||||
Staff of Charming | Rare | DDHC-ID:RotF - Icewind Dale: Rime of the Frostmaiden | G | true | |
Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard) While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff. If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff's intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell. The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. | |||||
Bag of Holding | Uncommon | DDHC-ID:RotF - Icewind Dale: Rime of the Frostmaiden | F | true | |
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random Location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. | |||||
Ring of the Ram | Rare | DDHC-ID:RotF - Icewind Dale: Rime of the Frostmaiden | F | true | |
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. |