Show Log Entry

Adventure Title
DDAL05-19 Eye of Xxiphu
Session
Date Played
2025-02-16 00:10:00 UTC
Levels Gained
GP +/-
37500
Downtime +/-
10.0
Location Played
Online
DM Name
Snooze
DM DCI Number
7319085757
Notes
Kristian, Ende, firbolg, star druid 17 Kknutzen, Allesia, aasimar, paladin 18 Paaske, Minaris, elf cleric of corellon Simira, Verrin, wood elf barb 20 Giant Count Ramiraj, powerful artifact from underwater lair. Aid, Inspiring Leader, Warding Bond, Freedom of Movement, Temp hp 120, water breathing. Portal, get the artifact. Back to where we found the Princess. Super apple in glass pillar. Minaris and Verrin has a bite. Fish poking bubble. Shiny diamond inside. Black Dougal. Merfolk dancing around a pillar. Toga of Zagyg, Sylinder, piece of folded fabric. Charmed. Heard Giants south. Hill Giants, bag. Minaris stole the bag. Fire, rune inscribed hammer. Fighting undead. Alchoves with humanoids, in pain, daggers in chest. Pulls out, they turn to dust. Eye of Xiphhu, Tome of Understanding Potion of supreme Healing Potion of Vitality 37500

Magic Items

Name Rarity Location Table Result Counts?
The Eye of Xxiphu (L-A) Legendary DDAL05-19 Eye of Xxiphu true
The Eye of Xxiphu Wondrous item, legendary While not a truly intelligent item, the Eye of Xxiphu bestows terrifying insight into the true nature of the nightmarish aboleths. The attuned possessor of the Eye gains telepathy out to a range of 120 feet, and may cover themselves in coat of mucous that allows them to breathe underwater as well as on land. The petrified orb is large and heavy, but does not need to be held in order to use its powers. Additionally, aboleths have disadvantage when attacking the owner of the Eye, and the owner has advantage on ability checks in regards to knowledge-based ability checks about aboleths and the Far Realm when they are not in combat.
Tome of Understanding (VR) Very Rare DDAL05-19 Eye of Xxiphu true
Tome of Understanding Very rare This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. flavour: The cover of this iron-bound book is scribed with many swirling tentacles. A character carrying the book is always aware of eyes from a distant realm following them
Staff of Power (VR-A) Very Rare DDAL05-19 Eye of Xxiphu true
Staff of Power Very Rare Requires Attunement by a Sorcerer, Warlock, or Wizard 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 d20. 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 — Damage: 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 Flavour: This great ashen staff is etched with many designs of swirling air and clouds. The staff magically resizes to fit the hand of any who carry it