Show Log Entry

Adventure Title
DDHC-TYP-3 - The hidden shrine of Tamoachan
Session
Date Played
2024-06-02 16:30:00 UTC
Levels Gained
GP +/-
3083.75
Downtime +/-
10.0
Location Played
Roll20
DM Name
Echo
DM DCI Number
--
Notes
1x Spell Scroll of Detect Magic, 1x Spell Scroll of Stone Shape, 1x Potion of Healing, 1x Potion of Clairvoyance, 3x Dust of Disappearance, 1x Potion of Invisibility, 1x Elixir of Health, 1x Potion of Giant Strength (Hill) **1x Dried Heart** The urn holds the dried heart of a mighty yuan-ti that radiates transmutation magic if detect magic is used on it. Any character who eats the entire thing gains the permanent ability to understand the speech of snakes and yuan-ti.

Magic Items

Name Rarity Location Table Result Counts?
+1 Mace Uncommon DDHC-TYP-3 - The hidden shrine of Tamoachan false
Weapon, uncommon Major tier Simple weapon, melee weapon 4 lb. 1d6 bludgeoning You have a +1 bonus to attack and damage rolls made with this magic weapon.
+1 Dagger Uncommon DDHC-TYP-3 - The hidden shrine of Tamoachan false
Weapon, uncommon Major tier Simple weapon, melee weapon 1 lb. 1d4 piercing - finesse, light, thrown (20/60 ft.) You have a +1 bonus to attack and damage rolls made with this magic weapon. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
Machete Uncommon DDHC-TYP-3 - The hidden shrine of Tamoachan false
Weapon, uncommon Major tier Martial weapon, melee weapon 3 lb. 1d8 slashing - versatile (1d10) You have a +1 bonus to attack and damage rolls made with this magic weapon. 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. **Plant Slaying. The sword is a +1 longsword in fine condition, made of laminated wood, inset with jagged teeth of obsidian. It deals an extra 2d6 damage to any creature of the plant type. **
Ring of Protection Rare DDHC-TYP-3 - The hidden shrine of Tamoachan false
Ring, rare (requires attunement) Major tier You gain a +1 bonus to AC and saving throws while wearing this ring.
Ring of Animal Influence Rare DDHC-TYP-3 - The hidden shrine of Tamoachan false
Ring, rare This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells: • Animal friendship (save DC 13) • Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower • Speak with animals
Berserker Axe +2 (Battleaxe) Very Rare DDHC-TYP-3 - The hidden shrine of Tamoachan false
Weapon (Battleaxe ), very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit points maximum increases by 1 for each level you have attained. The battleaxe has a blade of bronze, and the haft is wound with snakeskin wrappings. The weapon detects as magical. It casts an ominous shadow in the shape of what appears to be a withered arm. Concealed beneath the wrappings around the handle is a parchment containing the spells **passwall, burning hands, and gust of wind.** When the attuned wielder uses an action to say the correct words of power, which are engraved in Olman on the axe blade, one of these spells can be cast. The axe has 12 charges and regains 1d6 + 4 expended charges daily at dawn. Casting a spell from it takes a number of charges equal to the level at which the spell is cast (5th for passwall, 2nd for gust of wind, and 1st or higher for burning hands; spell save DC 15). If the parchment is removed from the axe, the axe loses the capability of casting these spells forever. **CURSE REMOVED**
Ring of Fire Resistance Rare DDHC-TYP-3 - The hidden shrine of Tamoachan false
Ring, rare (requires attunement) You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type, which the GM chooses or determines randomly.
Bracers of Defense Rare DDHC-TYP-3 - The hidden shrine of Tamoachan false
Wondrous item, rare (requires attunement) While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
Gloves of Missile Snaring Uncommon DDHC-TYP-3 - The hidden shrine of Tamoachan false
Wondrous item, uncommon (requires attunement) These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier. provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.
Amulet of Protection from Turning Rare DDHC-TYP-3 - The hidden shrine of Tamoachan false
Wondrous item, rare (requires attunement) While you wear this amulet of silver and turquoise, you have advantage on saving throws against effects that turn undead. If you fail a saving throw against such an effect, you can choose to succeed instead. You can do so three times, and expended uses recharge daily at dawn. Each time an effect that turns undead is used against you, the amulet glows with silvery blue light for a few seconds.
Bracelet of Rock Magic Very Rare DDHC-TYP-3 - The hidden shrine of Tamoachan false
Wondrous item, very rare (requires attunement) While you wear this gold bracelet, it grants you immunity to being petrified, and it allows you to cast flesh to stone (save DC 15) as an action. Once the spell has been cast three times, the bracelet can no longer cast it. Thereafter, you can cast stone shape as an action. After you have done this thirteen times, the bracelet loses its magic and turns from gold to lead.
Eagle Whistle Rare DDHC-TYP-3 - The hidden shrine of Tamoachan false
Wondrous item, rare While you blow an eagle whistle continuously, you can fly twice as fast as your walking speed. You can blow the whistle continuously for a number of rounds equal to 5 + five times your Constitution modifier (minimum of 1 round) or until you talk, hold your breath, or start suffocating. A use of the whistle also ends if you land. If you are aloft when you stop blowing the whistle, you fall. The whistle has three uses. It regains expended uses daily at dawn.
Wand of Lightning Bolts Rare DDHC-TYP-3 - The hidden shrine of Tamoachan false
Wand, rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Hat of Disguise Uncommon DDHC-TYP-3 - The hidden shrine of Tamoachan false
Wondrous item, uncommon (requires attunement) While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.
Stone of Ill Luck Uncommon DDHC-TYP-3 - The hidden shrine of Tamoachan false
Wondrous item, uncommon (requires attunement) This polished agate appears to be a stone of good luck to anyone who tries to identify it, and it confers that item’s property while on your person. Curse. This item is cursed. While it is on your person, you take a −2 penalty to ability checks and saving throws. Until the curse is discovered, the DM secretly applies this penalty, assuming you are adding the item’s bonus. You are unwilling to part with the stone until the curse is broken with remove curse or similar magic. **CURSE REMOVED**
Balance of Harmony Uncommon DDHC-TYP-3 - The hidden shrine of Tamoachan false
Wondrous item, uncommon This scale bears celestial symbols on one pan and fiendish symbols on the other. You can use the scale to cast detect evil and good as a ritual. Doing so requires you to place the scale on a solid surface, then sprinkle the pans with holy water or place a transparent gem worth 100 gp in each pan. The scale remains motionless if it detects nothing, tips to one side or the other for good (consecrated) or evil (desecrated), and fluctuates slightly if it detects a creature appropriate to the spell but neither good nor evil. By touching the scales after casting the ritual, you instantly learn any information the spell can normally convey, and then the effect ends. +100gp gem
Mirror of the Past Rare DDHC-TYP-3 - The hidden shrine of Tamoachan false
Wondrous item, rare The holder of this platinum hand mirror can learn something about the history of a specific object or creature by taking an action to gaze into the mirror and think of the target. Instead of the holder’s reflection, the mirror presents scenes from the target’s past. Information conveyed is accurate, but it is random and cryptic, and presented in no particular order. Once it is activated, the mirror gives its information for 1 minute or less, then returns to normal. It can’t be used again until the next dawn.
Periapt of Wound Closure Uncommon DDHC-TYP-3 - The hidden shrine of Tamoachan false
Wondrous item, uncommon (requires attunement) While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores. Rod of the Pact Keeper, +1, +2, or +3 Rod, uncommon (+1), rare (+2), or very rare (+3) (requires attunement by a warlock) While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. The bonus is determined by the rod’s rarity. In addition, you can regain one warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.