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Adventure Title
DDHC-TOA-01 Tomb of Annihilation
Session
13
Date Played
2021-07-13 19:00:00 UTC
Levels Gained
GP +/-
300
Downtime +/-
Location Played
Chult
DM Name
GOD
DM DCI Number
2319631463
Notes
GP: Tier 2 120 GP Tier 3 800 GP DT: 20 if Levelled Up Advancement: 4 Hours Players: @Based Lando @Bayaw Ni God @Crimson O. Rion @Paean @Lukass @The Art of Get Me Out Magic Items: ALOT Story Awards: The Friends we made along the way (Bruh)

Magic Items

Name Rarity Location Table Result Counts?
Flame Tongue Longsword Rare false
Weapon, rare (requires attunement) Martial weapon, melee weapon You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
Ghost Lantern Rare false
Wondrous item, rare (requires attunement) A restless spirit is trapped inside this lantern. While holding the lantern, you can command the spirit as a bonus action to shed bright light in a 30-foot radius and dim light for an additional 30 feet. While holding the lantern, you can use an action to order the spirit to leave the lantern and duplicate the effect of the mage hand spell. The spirit returns to the lantern when the spell ends. If you fall unconscious within 10 feet of the lantern, the spirit emerges from it, magically stabilizes you with a touch, and then quickly returns to the lantern. The spirit is bound to the lantern and can't be harmed, turned, or raised from the dead. Casting a dispel evil and good spell on the lantern releases the spirit to the afterlife and renders the lantern nonmagical.
Bead of Force Rare false
This small black sphere measures ¾ of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 beads of force are found together. You can use an action to throw the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can. An enclosed creature can use its action to push against the sphere's wall, moving the sphere up to half the creature's walking speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside.
Shield +1 Rare false
Bracers of Defense Rare true
Wondrous item, rare (requires attunement) Major tier While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield. Found On: Magic Item Table G
Manual of Clay Golems Very Rare true
Wondrous item, very rare This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage. To create a clay golem, you must spend 30 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 65,000 gp to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.
Sending Stone Uncommon false
Wondrous item, uncommon Also at rank 1, you are given use of an Acquisitions Incorporated sending stone, an uncommon magic item that resembles a gemstone in a bold setting. It functions like a normal sending stone, except that it has no matching stone and allows communication with Head Office, specific secretarians you know, and the secretarian nearest your location. You must succeed on a DC 15 Intelligence (Arcana) check to establish contact. Once the stone is successfully used, it can't be used again until the next dawn. Making contact with another secretarian assumes that they are in possession of their own sending stone. Quirks of Your Sending Stoned8 quirk 1 It's a flip stone. 2 It gets great reception everywhere except in your headquarters. 3 It sometimes picks up other magical conversations. 4 It's the perfect size, shape, and weight to be used as a skipping stone. 5 It heats up when you use it, to the extent that it once burned through your gloves. 6 It has an obnoxious ringtone that you can't work out how to change. 7 It fails to notify you of incoming messages except for a faint pulsating glow. 8 It's voice activated, so that every time you talk to someone, it tries to send a message to someone else. Rumor Mill. Also at rank 2, whenever your franchise begins a major quest or mission, make a DC 15 Intelligence (History) check. On a success, you can learn up to three rumors related to creatures or organizations involved in the mission, which come to you through your sending stone. These rumors reflect current or historical knowledge possessed by Acquisitions Incorporated or the organization's many contacts. Improved Rumor Mill. At rank 3, when you use your Rumor Mill feature, the DM provides you with a sense of which parts of a particular rumor are inaccurate, if any. You do not necessarily learn the truth behind those false rumors.