Show Log Entry
Adventure Title
DDHC-TYP Tales from the Yawning Portal
DDHC-TYP Tales from the Yawning Portal
Session
Date Played
2022-04-23 09:30:00 UTC
2022-04-23 09:30:00 UTC
Levels Gained
0
0
GP +/-
35654
35654
Downtime +/-
10.0
10.0
Location Played
DM Name
Cestal
Cestal
DM DCI Number
2320814059
2320814059
Notes
**Tomb of Horror** 14h **Potions :** Oil of Etherealness / Oil of Sharpness / Philter of Love / Potion of Cloud Giant Strength / Potion of Flying / Potion of Invisibility / Potion of Invulnerability / Potion of Longevity / Potion of Superior Healing / Potion of Supreme Healing / Potion of Vitality / Elixir of Health **Scrolls :** Glyph of Warding / Synaptic Static / Scrying / Legend Lore / Mordenkainen's Private Sanctum / Arcane Eye
**Tomb of Horror** 14h **Potions :** Oil of Etherealness / Oil of Sharpness / Philter of Love / Potion of Cloud Giant Strength / Potion of Flying / Potion of Invisibility / Potion of Invulnerability / Potion of Longevity / Potion of Superior Healing / Potion of Supreme Healing / Potion of Vitality / Elixir of Health **Scrolls :** Glyph of Warding / Synaptic Static / Scrying / Legend Lore / Mordenkainen's Private Sanctum / Arcane Eye
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Defender Sword (Rapier) | Legendary | true | |||
*Weapon (rapier), legendary (requires attunement)* You gain a +3 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the sword on each of your turns, you can transfer some or all of the sword’s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it. | |||||
Sword of Vengance | Uncommon | true | |||
*Weapon (any sword), uncommon (requires attunement)* You gain a +1 bonus to attack and damage rolls made with this magic weapon. Curse. This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one. In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it. You can break the curse in the usual ways. Alternatively, casting Banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties. | |||||
Berserker axe | Rare | true | |||
*Weapon (any axe), rare (requires attunement)* You gain a +1 bonus to Attack and Damage Rolls made with this Magic Weapon. In addition, 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. | |||||
Spear of Backbiting | Very Rare | true | |||
*Weapon (spear), very rare (requires attunement)* You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, its normal and long ranges both increase by 30 feet. and it deals one extra die of damage on a hit. After you throw it and it hits or misses, it flies back co your hand immediately. Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with Remove Curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one. Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear. | |||||
Ring of Shooting Stars | Very Rare | true | |||
*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. Spheres Lightning Damage 4 2d4 3 2d6 2 5d4 1 4d12 Shooting Stars. You can expend 1 to 3 Charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. | |||||
Rod of Alertness | Very Rare | true | |||
*Rod, very rare (requires attunement) * This rod has a flanged head and the following Properties. Alertness. While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for Initiative. Spells. While holding the rod, you can use an action to cast one of the following Spells from it: Detect Evil and Good, Detect Magic, Detect Poison and Disease, or see Invisibility. Protective Aura. As an action, you can plant the haft end of the rod in the ground, whereupon the rod’s head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and Saving Throws and can sense the Location of any Invisible Hostile creature that is also in the bright light. The rod’s head stops glowing and the Effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can’t be used again until the next dawn. | |||||
Staff of striking | Very Rare | true | |||
*Staff, very rare (requires attunement)* This staff can be wielded as a magic Quarterstaff that grants a +3 bonus to Attack and Damage Rolls made with it. The staff has 10 Charges. When you hit with a melee Attack using it, you can expend up to 3 of its Charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6 + 4 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical Quarterstaff. | |||||
Ioun Stone (Absorption) | Very Rare | true | |||
*Wondrous Item, very rare (requires attunement)* An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Absorption. While this pale lavender ellipsoid orbits your head, you can use your reaction to cancel a spell of 4th level or lower cast by a creature you can see and targeting only you. Once the stone has canceled 20 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it. | |||||
Robe of Scintillating Colors | Very Rare | true | |||
*Wondrous item, very rare (requires attunement)* This robe has 3 Charges, and it regains 1d3 expended Charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on Attack rolls against you. In addition, any creature in the bright light that can see you when the robe’s power is activated must succeed on a DC 15 Wisdom saving throw or become Stunned until the Effect ends. | |||||
Crystal Ball | Very Rare | true | |||
*Wondrous item, very rare (requires attunement)* The typical Crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the Scrying spell (save DC 17) with it. |