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Adventure Title
CCC-GHC-BK1-03 The Darkest Knight
Session
1
Date Played
2023-02-26 09:10:00 UTC
Levels Gained
GP +/-
833
Downtime +/-
10.0
Location Played
Online
DM Name
Rees
DM DCI Number
Notes

Magic Items

Name Rarity Location Table Result Counts?
☐ Tentacle Rod Rare CCC-GHC-BK1-03 The Darkest Knight true
Rod, rare (requires attunement) Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.
☐ Spell Scroll of Identify Uncommon CCC-GHC-BK1-03 The Darkest Knight true
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.