Show Log Entry
Adventure Title
DDHC-TYP Tales from the Yawning Portal
DDHC-TYP Tales from the Yawning Portal
Session
Date Played
2021-12-19 10:52:00 UTC
2021-12-19 10:52:00 UTC
Levels Gained
GP +/-
4377
4377
Downtime +/-
Location Played
DM Name
DM DCI Number
Notes
2xpotion of storm giant strength potion of invisibility 1x potion of superior healing 2x potion of poison potion of mind control four potions of water breathing. Rolled: Potion of Greater Healing, Arrow +1 (5 pcs) scroll of protection (elementals) spell scroll bearing a 3rd-level cure wounds 2xpotion of poison 2x potion of resistance (fire) 2xpotion of diminution 2xpotion of growth potion of cloud giant strength. potion of mind control (frost giant) 3xpotion of speed potion of heroism oil of slipperiness potion of healing scroll of protection (fiends). spell scrolls, one of delayed blast fireball and one of finger of death. potion of mind control (mammal) 2xpotion of mind control (fire giant) potion of supreme healing potion of mind reading potion of invulnerability potion of flying potion of vitality potion of psychic resistance potion of longevity five spell scrolls (zone of truth, true seeing, darkness, cure wounds cast at 4th level, and symbol). 20x arrow +1 bolt of blinding, which casts blindness/deafness to blind on a target hit with the bolt, as well as up to two other targets within 30 feet of that target (DC15) bolt of vapors, which casts stinking cloud centered on the point it hits (DC15) Scroll of Revivify,Raise Dead,Aura of Vitality,Death Ward,Dawn,Dispel Evil and Good,Create Food and Water The container holds three spell scrolls (gate, divine word, and greater restoration).
2xpotion of storm giant strength potion of invisibility 1x potion of superior healing 2x potion of poison potion of mind control four potions of water breathing. Rolled: Potion of Greater Healing, Arrow +1 (5 pcs) scroll of protection (elementals) spell scroll bearing a 3rd-level cure wounds 2xpotion of poison 2x potion of resistance (fire) 2xpotion of diminution 2xpotion of growth potion of cloud giant strength. potion of mind control (frost giant) 3xpotion of speed potion of heroism oil of slipperiness potion of healing scroll of protection (fiends). spell scrolls, one of delayed blast fireball and one of finger of death. potion of mind control (mammal) 2xpotion of mind control (fire giant) potion of supreme healing potion of mind reading potion of invulnerability potion of flying potion of vitality potion of psychic resistance potion of longevity five spell scrolls (zone of truth, true seeing, darkness, cure wounds cast at 4th level, and symbol). 20x arrow +1 bolt of blinding, which casts blindness/deafness to blind on a target hit with the bolt, as well as up to two other targets within 30 feet of that target (DC15) bolt of vapors, which casts stinking cloud centered on the point it hits (DC15) Scroll of Revivify,Raise Dead,Aura of Vitality,Death Ward,Dawn,Dispel Evil and Good,Create Food and Water The container holds three spell scrolls (gate, divine word, and greater restoration).
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Hand Crossbow +1 | Uncommon | true | |||
Shortsword +2 | Rare | true | |||
Mace +2 | Rare | true | |||
Cloak of Elvenkind | Uncommon | true | |||
Boots of Elvenkind | Uncommon | true | |||
Ring of Shooting Stars | Very Rare | true | |||
Ring of Shooting Stars Ring, very rare (requires attunement outdoors at night) While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action. The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn. Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring. Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually. Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius. As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created. | |||||
Pipes of the Sewers | Uncommon | true | |||
Pipes of the Sewers Wondrous item, uncommon (requires attunement) You must be proficient with wind instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them. The pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one swarm of rats (see the Monster Manual for statistics) with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the DM). If there aren’t enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren’t under your control otherwise. The pipes regain 1d3 expended charges daily at dawn. Whenever a swarm of rats that isn’t under another creature’s control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm’s Wisdom check. If you lose the contest, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes’ music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions. If a friendly swarm starts its turn and can’t hear the pipes’ music, your control over that swarm ends, and the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. | |||||
Morningstar +2 | Rare | true | |||
Arrow Catching Shield | Rare | true | |||
Longsword +2 | Rare | true |