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Adventure Title
Ghost of Saltmarsh - The Final Enemy
Session
17
Date Played
2024-03-28 22:09:00 UTC
Levels Gained
1
GP +/-
1263
Downtime +/-
10.0
Location Played
Online
DM Name
aultsider
DM DCI Number
9319670174
Notes
Kknutzen, Oisin YesAdMan, Hognosh Eldecrynn, Tairnsleigh Simira, Ash Potion of Healing

Magic Items

Name Rarity Location Table Result Counts?
Staff of the python (U,A) Uncommon Ghost of Saltmarsh - The Final Enemy true
Staff of the Python Staff, uncommon (requires attunement by a cleric, druid, or warlock) You can use an action to speak this staff’s command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake. On your turn, you can mentally command the snake if it is within 60 feet of you and you aren’t incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location. If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them.
Medallion of Thoughts (U,A) Uncommon Ghost of Saltmarsh - The Final Enemy true
Medallion of Thoughts Wondrous item, uncommon (requires attunement) The medallion has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the detect thoughts spell (save DC 13) from it. The medallion regains 1d3 expended charges daily at dawn.
Wand of Magic Missiles (U) Uncommon Ghost of Saltmarsh - The Final Enemy true
Wand of Magic Missiles Wand, uncommon This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Headband Of Intellect (U,A) Uncommon Ghost of Saltmarsh - The Final Enemy true
Headband Of Intellect Wondrous item, uncommon (requires attunement) Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or higher without it.
Necklace of Adaptation (U,A) Uncommon Ghost of Saltmarsh - The Final Enemy true
Necklace of Adaptation Wondrous item, uncommon (requires attunement) While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).