Show Log Entry

Adventure Title
DDHC -DD04 - For Whom the Void Calls
Session
Date Played
2025-11-16 19:00:00 UTC
Levels Gained
1
GP +/-
2389
Downtime +/-
10.0
Location Played
Roll20
DM Name
Sparetime Gamer
DM DCI Number
--
Notes
3x Potion of Comprehension 1x Potion of Greater Healing 1x Stone of Controlling Earth Elementals

Magic Items

Name Rarity Location Table Result Counts?
Mithral Breastplate Uncommon DDHC -DD04 - For Whom the Void Calls false
Medium armor (breastplate), uncommon 20 lb. AC 14 + Dex (max 2) Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
Clockwork Amulet Common DDHC -DD04 - For Whom the Void Calls false
Wondrous item, common This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. Faint ticking and whirring noises emanate from within. When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can't be used again until the next dawn.
Ring of Jumping Uncommon DDHC -DD04 - For Whom the Void Calls false
Ring, uncommon (requires attunement) While wearing this ring, you can cast Jump from it, but can target only yourself when you do so.
Cloak of Many Fashions Common DDHC -DD04 - For Whom the Void Calls false
Wondrous item, common While wearing this cloak, you can take a Bonus Action to change the style, color, and apparent quality of the garment. The cloak's weight doesn't change. Regardless of its appearance, the cloak can't be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn't gain their magical properties.
Bag of Devouring Very Rare DDHC -DD04 - For Whom the Void Calls false
Wondrous item, very rare This bag resembles a Bag of Holding but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice. The extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can take an action to try to escape, doing so with a successful DC 15 Strength (Athletics) check. Another creature can take an action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength (Athletics) check, provided the puller isn't pulled inside the bag first. Any creature that starts its turn inside the bag is devoured, its body destroyed. Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The DM determines the time and plane. If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.
+1 Spear Uncommon DDHC -DD04 - For Whom the Void Calls false
Weapon (Spear), uncommon Simple weapon, melee weapon 3 lb. 1d6 Piercing Thrown (20/60 ft.), Versatile (1d8) Mastery: Sap You have a +1 bonus to attack and damage rolls made with this magic weapon. Thrown. If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon. Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack. Mastery: Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.