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Adventure Title
DDHC-JTRC-Wages of Vice
Session
1
Date Played
2024-06-15 14:00:00 UTC
Levels Gained
1
GP +/-
375
Downtime +/-
10.0
Location Played
Adventures League Server
DM Name
Lucas MiraB
DM DCI Number
Notes
375 PO 5 PP 1 Level 10 Downtime Bag of Holding Biza's Breath x3

Magic Items

Name Rarity Location Table Result Counts?
Bag of Holding Uncommon DDHC-JTRC-Wages of Vice true
*Wondrous Item, uncommon* This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Biza's Breath x3 Common DDHC-JTRC-Wages of Vice true
Adventuring gear, poison (inhaled), , Details: A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or become poisoned for 1 minute. The poisoned creature must use its action to make a melee attack against a randomly determined creature within its reach. If there is no other creature within its reach, the poisoned creature does nothing on its turn. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.