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Adventure Title
CCC-GHC-BK1-03 - The Darkest Knight
CCC-GHC-BK1-03 - The Darkest Knight
Session
0
0
Date Played
2020-07-12 19:51:00 UTC
2020-07-12 19:51:00 UTC
Levels Gained
1
1
GP +/-
120
120
Downtime +/-
Location Played
Roll 20
Roll 20
DM Name
Joly
Joly
DM DCI Number
60866
60866
Notes
- Potion of Invisibility used - **Used Story Award:** Champion of All Souls 1/5 Once you have used this story award five times, remove this feature, but keep the story award. It might be of use in the future. **to cure:** After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.
- Potion of Invisibility used - **Used Story Award:** Champion of All Souls 1/5 Once you have used this story award five times, remove this feature, but keep the story award. It might be of use in the future. **to cure:** After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Tentacle Rod | Rare | true | |||
Rod, rare (requires attunement), Table G Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. This item can be found on page 208 of the Dungeon Master's Guide. |