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Adventure Title
DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan
DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan
Session
13
13
Date Played
2021-10-30 14:00:00 UTC
2021-10-30 14:00:00 UTC
Levels Gained
1
1
GP +/-
-346.05
-346.05
Downtime +/-
10.0
10.0
Location Played
Chult
Chult
DM Name
Zi Qian
Zi Qian
DM DCI Number
3320775023
3320775023
Notes
Obtained 454.2 gp from module. Replaced Flask of Oil and 3 pitons used in-module for 0.25gp. Purchased Potion of Superior Healing and Scroll of Waterbreathing for 800gp. Obtained Potion of Invisibility and Elixir of Health.
Obtained 454.2 gp from module. Replaced Flask of Oil and 3 pitons used in-module for 0.25gp. Purchased Potion of Superior Healing and Scroll of Waterbreathing for 800gp. Obtained Potion of Invisibility and Elixir of Health.
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Ring of Animal Influence | Rare | DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan | true | ||
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 This jade ring is carved in the shape of a panther ready to strike. | |||||
Bracers of Defense (Attunement) | Rare | DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan | true | ||
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield. These bracers take the form of wide jade bead bracelets. | |||||
Ring of Fire Resistance (Attunement) | Rare | DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan | true | ||
You have resistance to fire damage while wearing this ring. This jade ring is carved in the shape of a man holding the moon. | |||||
Tloque's Berserker Axe (Attunement) | Very Rare | DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan | true | ||
The battleaxe has a blade of bronze, and the haft is wound with snakeskin wrappings. The weapon detects as magical. It casts an ominous shadow in the shape of what appears to be a withered arm. Those who approach within reach of it feel a cold chill run up and down their spine, and anyone who tries to pull the axe from the wall finds it impossible to do so. Properties. The weapon is a berserker axe that has a +2 bonus to attack and damage rolls instead of the normal +1. The axe can't be picked up by another as long as its current owner, Tloques, remains alive. Spellcasting. Concealed beneath the wrappings around the handle is a parchment containing the spells passwall, burning hands, and gust of wind. When the attuned wielder uses an action to say the correct words of power, which are engraved in Olman on the axe blade, one of these spells can be cast. The axe has 12 charges and regains 1d6+4 expended charges daily at dawn. Casting a spell from it takes a number of charges equal to the level at which the spell is cast (5th for passwall, 2nd for gust of wind, and 1st or higher for burning hands; spell save DC 15). If the parchment is removed from the axe, the axe loses the capability of casting these spells forever. Hit Point Maximum Increase. While you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained. Curse. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear. Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear. | |||||
Longsword +1 'Plantslayer' | Rare | DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan | true | ||
You have a +1 bonus to attack and damage rolls made with this magic weapon. This longsword is made of laminated wood, inset with jagged teeth of obsidian. It deals an extra 2d6 damage to any creature of the plant type. | |||||
Bracelet of Rock Magic (Attunement) | Very Rare | DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan | true | ||
This golden circlet appears to have been originally a ring, an earring, or some other piece of stone giant jewelry. While you wear this gold bracelet, it grants you immunity to being petrified, and it allows you to cast flesh to stone (save DC 15) as an action. Once the spell has been cast three times, the bracelet can no longer cast it. Thereafter, you can cast stone shape as an action. After you have done this thirteen times, the bracelet loses its magic and turns from gold to lead. Curse. The bracelet's affinity with earth manifests as an unusual curse. Creatures of flesh that are strongly related to earth and stone, such as stone giants and dwarves, have advantage on the saving throw against flesh to stone cast from the bracelet. If such a creature's save is successful, the bracelet breaks your attunement to it and casts the spell on you. You make your saving throw with disadvantage, and on a failed save you are petrified instantly. | |||||
Amulet of Protection from Turning (Attunement) | Rare | DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan | true | ||
While you wear this amulet of silver and turquoise, you have advantage on saving throws against effects that turn undead. If you fail a saving throw against such an effect, you can choose to succeed instead. You can do so three times, and expended uses recharge daily at dawn. Each time an effect that turns undead is used against you, the amulet glows with silvery blue light for a few seconds. | |||||
Dagger +1 'Rusty Dagger' | Uncommon | DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan | true | ||
You have a +1 bonus to attack and damage rolls made with this magic weapon. This dagger looks like junk. When it is used, its grip frays, its blade chips, and it flakes rust. If a character wielding this weapon gets a natural 1 on an attack roll, the dagger breaks and becomes nonmagical. | |||||
Eagle Whistle | Rare | DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan | true | ||
While you blow an eagle whistle continuously, you can fly twice as fast as your walking speed. You can blow the whistle continuously for a number of rounds equal to 5 + five times your Constitution modifier (minimum of 1 round) or until you talk, hold your breath, or start suffocating. A use of the whistle also ends if you land. If you are aloft when you stop blowing the whistle, you fall. The whistle has three uses. It regains expended uses daily at dawn. | |||||
Dagger +1 | Uncommon | DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan | true | ||
You have a +1 bonus to attack and damage rolls made with this magic weapon. |