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Adventure Title
DDEP05-02 The Ark of the Mountains (Fall DaddyCon 2021)
DDEP05-02 The Ark of the Mountains (Fall DaddyCon 2021)
Session
25
25
Date Played
2021-10-24 08:00:00 UTC
2021-10-24 08:00:00 UTC
Levels Gained
GP +/-
2400
2400
Downtime +/-
Location Played
Beregost
Beregost
DM Name
Matrix
Matrix
DM DCI Number
5452387643
5452387643
Notes
Consumables: 1 Supreme Potion of Healing (1 for each) Character notes: ***"By Bahamut, I'm glad that's over. Would would my in-laws think if I couldn't handle a flying, buring warship?"***
Consumables: 1 Supreme Potion of Healing (1 for each) Character notes: ***"By Bahamut, I'm glad that's over. Would would my in-laws think if I couldn't handle a flying, buring warship?"***
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Ring of Shooting Stars | Very Rare | true | |||
Ring, very rare (requires attunement) 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. Notes: Damage, Utility, Combat, Jewelry | |||||
Frost Brand Scimitar | Very Rare | true | |||
Weapon (scimitar), very rare (requires attunement) When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage. In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour. Proficiency with a scimitar allows you to add your proficiency bonus to the attack roll for any attack you make with it. Notes: Damage: Cold, Resistance: Fire, Damage, Combat, Warding, Finesse, Light | |||||
Animated Shield | Very Rare | true | |||
Armor (shield), very rare (requires attunement) While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. |