Show Log Entry
Adventure Title
DDHC-TYP Tales from the Yawning Portal - Tomb of Horrors
DDHC-TYP Tales from the Yawning Portal - Tomb of Horrors
Session
1
1
Date Played
2018-07-28 21:44:00 UTC
2018-07-28 21:44:00 UTC
XP Gained
15500
15500
GP +/-
112350
112350
Downtime +/-
15.0
15.0
Renown
1.0
1.0
Missions
Location Played
DM Name
Dmitry Smolin
Dmitry Smolin
DM DCI Number
2318693075
2318693075
Notes
Scrolls: Rary's Telepathic Bond Wall of Force Wall of Force Remove Curse Leomund's Tiny Hut Leomund's Secret Chest Mordenkainen's Private Sanctum Detect Magic Detect Magic Detect Magic Arcane Lock Arcane Lock Knock Knock potions: Potion of Flying Oil of Sharpness Potion of Invulnerability Potion of Heroism Potion of Speed Potion of Flying Potion of Greater Healing Potions of Greater Healing
Scrolls: Rary's Telepathic Bond Wall of Force Wall of Force Remove Curse Leomund's Tiny Hut Leomund's Secret Chest Mordenkainen's Private Sanctum Detect Magic Detect Magic Detect Magic Arcane Lock Arcane Lock Knock Knock potions: Potion of Flying Oil of Sharpness Potion of Invulnerability Potion of Heroism Potion of Speed Potion of Flying Potion of Greater Healing Potions of Greater Healing
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Defender Long sword | Legendary | DDHC-TYP Tales from the Yawning Portal - Tomb of Horrors | true | ||
Ring of Animal Influence | Rare | DDHC-TYP Tales from the Yawning Portal - Tomb of Horrors | true | ||
Ring, Major, Rare 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 of its charges to cast one of the following spells: Animal friendship (save DC 13) Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower Speak with animals Source: DMG, page 189 | |||||
Tome of Clear Thought | Very Rare | DDHC-TYP Tales from the Yawning Portal - Tomb of Horrors | true | ||
Staff of Power | Very Rare | DDHC-TYP Tales from the Yawning Portal - Tomb of Horrors | true | ||
Staff, Major, Very Rare (Requires Attunement by a Sorcerer, Warlock, or Wizard) 4 lbs. This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. The staff has 20 charges for the following properties. The staff regains 2d8+4 expended charges daily at dawn. If you expend the last charge, roll a 1d20. On a 1, the staff retains its +2 bonus to attack and damage roll but loses all other properties. On a 20, the staff regain 1d8+2 charges. Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges). lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges). Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 x the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. Distance from Origin Effect 10 ft. away or closer 8 x the number of charges in the staff 11 to 20 ft. away 6 x the number of charges in the staff 21 to 30 ft. away 4 x the number of charges in the staff Source: DMG, page 202 |