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Adventure Title
DDEX1-11 Dark Pyramid of Sorcerer's Isle
Session
1
Date Played
2022-11-18 18:28:00 UTC
Levels Gained
1
GP +/-
0
Downtime +/-
10.0
Location Played
Online
DM Name
Allie Simpson
DM DCI Number
Notes
Received Plate Armor in Lieu of gold

Magic Items

Name Rarity Location Table Result Counts?
☐ Horn of Blasting Rare DDEX1-11 Dark Pyramid of Sorcerer's Isle true
Wondrous Item, rare You can use an action to speak the horn's command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6 . Each use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn. Notes: Damage: Thunder, Deafened, Damage, Debuff, Combat
☐ Acid (vial) Common DDEX1-11 Dark Pyramid of Sorcerer's Isle true
As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged Attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.
☐ Potion of Healing x2 Uncommon DDEX1-11 Dark Pyramid of Sorcerer's Isle true