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Adventure Title
DDAL DDHC-TYP Tomb of Horrors
Session
17
Date Played
2021-08-07 20:00:00 UTC
Levels Gained
GP +/-
1600
Downtime +/-
Location Played
DM Name
Kastiel
DM DCI Number
5320776321
Notes
First session 6:00pm-9:00pm Second session 09:00pm-11:00pm Total hours played: 5 hours Magic items unlocked: ring of regeneration, rod of the pact keeper +3, staff of power, mirror of life trapping, smallest carpet of flying, con manual, a defender rapier, a sword of vengeance, a berserker axe, and a spear of backbiting Potions: @Bestest Banner Maker 2x Potion of Speed @Comrade Mutley 1x Potion of Invulnerability, 1x Potion of Speed @Jelo 2x Potion of Speed @rat 2x Potion of Speed @scaramartin, num 6 of homiecide 2x Potion of Speed @The Art of Get Me Out 1x Potion of Speed, 1x Potion of Flying Spell scrolls: 1x Telepathic Bond 1x Teleporation Circle 2x Steel Wind Strike for @Jelo 2 5th level Wizard spell scrolls for @scaramartin, num 6 of homiecide 7x Spell Scroll of See Invisibility and Gentle Repose

Magic Items

Name Rarity Location Table Result Counts?
Manual of Bodily Health Very Rare true
Wondrous Item, very rare This book contains health and diet tips, 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 Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Staff of Power Very Rare true
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
Carpet of Flying (3 ft. x 5 ft., 80ft flying speed) Very Rare true
Wondrous Item, very rare 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 DM chooses the size of a given carpet or determines it randomly. Size Capacity Flying Speed 3 ft. x 5 ft. 200 lb. 80 feet 4 ft. x 6 ft. 400 lb. 60 feet 5 ft. x 7 ft. 600 lb. 40 feet 6 ft. x 9 ft. 800 lb. 30 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 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. Proficiency with a rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it. Notes: Bonus: Magic, Damage, Combat, Warding, Finesse