Show Log Entry
Adventure Title
DDHC-TYP Tales from the Yawning Portal - Tomb of Horror
DDHC-TYP Tales from the Yawning Portal - Tomb of Horror
Session
Date Played
2020-12-26 20:55:00 UTC
2020-12-26 20:55:00 UTC
Levels Gained
1
1
GP +/-
Downtime +/-
-6.0
-6.0
Location Played
DM Name
Nemo
Nemo
DM DCI Number
9318732035
9318732035
Notes
2x Potion of Speed 1x Potion of Superior Healing 1x Potion of Healing 6 Downtime Days to Read the Tome of Understanding
2x Potion of Speed 1x Potion of Superior Healing 1x Potion of Healing 6 Downtime Days to Read the Tome of Understanding
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Tome of Understanding (VR) | Very Rare | true | |||
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. | |||||
Carpet of Flying (3 ft. x 5 ft.) (VR) | Very Rare | true | |||
Carpet of Flying You can speak the carpet's Command Word as an action to make the carpet hover and fly. It moves according to your spoken Directions, provided that you are within 30 feet of it. Four sizes of carpet of flying exist. The GM chooses the size of a given carpet or determines it randomly. *Rolled a 12 on the table 3 ft. x 5 ft. 200 lb. 80 feet * A carpet can carry up to twice the weight shown on the table, but it flies at half speed if it carries more than its normal Capacity. | |||||
Defender (L,attunement) | Legendary | false | |||
Defender 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. | |||||
Staff of Power (VR,attunement) | Very Rare | true | |||
Staff of Power 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. | |||||
Efreeti Bottle (VR) | Very Rare | true | |||
Efreeti Bottle This painted brass bottle weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke flows out of the bottle. At the end of Your Turn, the smoke disappears with a flash of harmless fire, and an Efreeti appears in an unoccupied space within 30 feet of you. See the Monster Manual for the efreeti's Statistics. The first time the bottle is opened, the DM rolls to determine what happens. d100 — Effect: 01-10 — The Efreeti attacks you. After Fighting for 5 rounds, the Efreeti disappears, and the bottle loses its magic. 11-90 — The Efreeti serves you for 1 hour, doing as you Command. Then the Efreeti returns to the bottle, and a new stopper contains it. The stopper can't be removed for 24 hours. The next two times the bottle is opened, the same Effect occurs. If the bottle is opened a fourth time, the Efreeti escapes and disappears, and the bottle loses its magic. 91-00 — The Efreeti can cast the wish spell three times for you. It disappears when it grants the final wish or after 1 hour, and the bottle loses its magic. |