Show Log Entry

Adventure Title
DDHC-DIA Baldur's Gate:Descent into Averness
Session
1
Date Played
2021-06-01 21:22:00 UTC
Levels Gained
1
GP +/-
80
Downtime +/-
10.0
Location Played
Myth-Weavers
DM Name
QuirkyJoe
DM DCI Number
7318654574
Notes

Magic Items

Name Rarity Location Table Result Counts?
Bag of Beans Uncommon DDHC-DIA Baldur's Gate:Descent into Averness true
This small cloth bag is made of garish fabric and weighs 1/2 pound. The bag feels as though it is full of bean-like objects, but appears empty when inspected. Turning the bag inside-out causes any objects placed inside to fall out, but does not cause any beans to fall out. While holding the bag, you can use an action to draw forth a bean. You cannot draw beans from the bag while it has any other objects inside, nor can you draw a bean from the bag while it is inside-out. As part of the same action you use to draw a bean, you can throw the bean at a point you can see within 60 feet, whereupon it takes effect. If the bean has not been thrown by the end of your turn, it takes effect. Roll a d100 and consult the following table: d100 Effect 01-02 The bean explodes in a harmless puff of smoke. 03-04 The bean explodes in a shower of glitter that fills a 30-foot sphere, centred on the bean. For the next hour, the sphere is filled with twinkling illusory lights, and faint ethereal music. 05-06 The bean explodes, releasing a thick fog that fills a 20-foot radius sphere, centred on the bean. The fog heavily obscures its area, and lasts for 1 hour or until it is dispersed by a strong wind. 07-08 The bean explodes, releasing a swirling turquoise mist that fills a 15-foot radius sphere, centred on the bean. The mist lightly obscures its area and lasts for 1 hour, or until it is dispersed by a strong wind. A creature that starts its turn in the mist must succeed on a DC 15 Constitution saving throw or fall unconscious for 1 hour, or until it takes any damage or another creature uses its action to shake it awake. 09-10 The bean explodes, releasing a crimson mist that fills a 30-foot radius sphere, centred on the bean. The mist lightly obscures its area and lasts for 1 hour, or until it is dispersed by a strong wind. A creature that starts its turn in the mist must succeed on a DC 15 Wisdom saving throw or be charmed for the next hour. A creature that is charmed in this way can repeat the saving throw each time it takes damage, ending the effect on itself a success. If a creature's saving throw is successful or the effect ends for it, it is immune to being charmed by the mist again for 24 hours. 11-12 The bean explodes, releasing a pale green mist that fills a 20-foot radius sphere, centred on the bean. The mist lightly obscures its area and lasts for 1 hour, or until it is dispersed by a strong wind. A creature that starts its turn in the mist must succeed on a DC 15 Wisdom saving throw or be frightened for the next hour. A creature that is frightened in this way may repeat the saving throw at the end of each of its turns, with disadvantage if it is in the mist, ending the effect on a success. If a creature's saving throw is successful or the effect ends for it, it is immune to being frightened by the mist again for 24 hours. 13-14 The bean explodes, emitting maddening whispers that fill a 15-foot radius sphere, centred on the bean. Each creature in the area that isn't deafened must make a DC 15 Intelligence saving throw. On a failed saving throw, a creature takes 3d6 psychic damage, and must use its reaction to move up to its speed as far away from the bean as it can. On a successful saving throw, a creature takes half as much damage, and doesn't move. 15-16 The bean explodes, releasing a blue mist that fills a 20-foot radius sphere, centred on the bean. The mist lightly obscures its area and lasts for 1 hour, or until it is dispersed by a strong wind. A creature that starts its turn in the mist must succeed on a DC 15 Wisdom saving throw or use its action to attack a random creature within its reach, or to move up to its speed in a random direction if there are no creatures within its reach. 17-18 The bean creates a storm of freezing rain and sleet, which fills a 40-foot tall cylinder with a 20-foot radius, centred on the bean. The storm lasts for 1 hour. The storm's area is heavily obscured, and exposed flames in the area are extinguished. The area is also difficult terrain, and a creature that starts its turn in the area must succeed on a DC 15 Dexterity saving throw or fall prone. If a creature starts its turn in the storm's area and is concentrating on a spell, it must succeed on a DC 15 Constitution saving throw or lose concentration. 19-20 The bean explodes, creating a 20-foot radius sphere of water, centred on the bean. Each creature in the sphere's area when it first appears must succeed on a DC 15 Strength saving throw or take 2d8 bludgeoning damage and be knocked prone. The sphere remains for 1 hour, or until it is destroyed by a spell, such as create or destroy water. A creature that is in the sphere's area when it disappears falls prone. 21-22 The bean explodes, creating a wave of frost that fills a 15-foot radius sphere, centred on the bean. Each creature in the area when it first appears must succeed on a DC 15 Constitution saving throw, taking 3d8 cold damage on a failed saving throw, or half as much damage on a successful one. Additionally, the ground in the area is becomes icy difficult terrain for 1 hour. A creature that starts its turn in this difficult terrain must succeed on a DC 15 Dexterity saving throw or fall prone. 23-24 The bean explodes, creating an instantaneous blast of metal shards that fills a 15-foot radius sphere, centred on the bean. Each creature in the area must make a DC 15 Dexterity saving throw, taking 3d10 slashing damage on a failed saving throw, or half as much damage on a successful one. Objects in the area that aren't being worn or carried also take this damage. 25-26 The bean explodes, creating an instantaneous blast of force that fills a 10-foot radius sphere, centred on the bean. Each creature in the area must succeed on a DC 15 Strength saving throw or be thrown up to 30 feet away from the bean, landing prone. Medium or smaller objects in the area that aren't being worn or carried are also thrown up to 30 feet away. If a thrown creature or object strikes a solid surface, it takes 1d6 bludgeoning damage for every 10 feet it was thrown. If a thrown creature or object is thrown at another creature, that creature must succeed on a DC 15 Dexterity saving throw or take the same damage and be knocked prone. 27-28 The bean explodes, creating a sonic boom that is audible up to 300 feet away. Each creature within 15 feet of the bean when it explodes must make a DC 15 Constiution saving throw. On a failed saving throw, a creature takes 3d8 thunder damage and is deafened for 1 hour. On a successful saving throw a creature takes half as much damage and isn't deafened. A creature made of inorganic material such as stone, crystal or metal makes this saving throw with disadvanatage. Nonmagical objects int he area that aren't being worn or carreid also take this damage. 29-30 The bean explodes, as it is struck by a bolt of lightning. Each creature within 5 feet of the bean must succed on a DC 15 Dexterity saving throw, taking 4d10 lightning damage on a failed saving throw, or half as much damage on a successful one. 31-32 The bean disappears, creating a 20-foot radius sphere of silence, centred on the bean. This area of silence lasts for 1 hour. No sound can be created or pass through this area of silence, and creatures and objects entirely within the area are immune to thunder damage. Additionally, creatures in the area are deafened, and casting a spell that inlcudes a verbal component is impossible within the area. 33-34 The bean slowly crumbles, slowing creatures in a 20-foot radius sphere, centred on the bean. Each creature in the area must succeed on a DC 15 Wisdom saving throw or be slowed for 1 hour. While slowed, a creature's speed is halved, it suffers a -2 penalty to AC and Dexterity saving throws, and it can't take reactions. On its turn, a slowed creature can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn. If a slowed creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted. A slowed creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. 35-36 The bean explodes in a flash of purple light that fills a 15-foot radius sphere, centred on the bean. Each creature in the area must make a DC 15 Constitution saving throw. On a failed saving throw, a creature suffers disadvantage on all Strength-based ability checks and saving throws, and deals only half damage with weapon attacks that use Strength for 1 hour. A creature affected in this way can repeat the saving throw at the end of each of its turns, ending the effect on a success. 37-38 The bean explodes in a flash of pale blue light that fills a 15-foot radius sphere, centred on the bean. Each creature in the area when it appears must succeed a DC 15 Wisdom saving throw or be paralyzed for 1 hour. A creature paralyzed in this way can repeat the saving throw at the end of each of its turns, ending the effect on a success. 39-40 The bean turns to dust, releasing a purple mist that fills a 15-foot radius sphere, centred on the bean. The mist lightly obscures its area and lasts for 1 round, or until it is dispersed by a strong wind. A creature that starts its turn in the area must make a DC 15 Constitution saving throw, taking 3d6 necrotic damage on a failed saving throw, or half as much damage on a successful one. If this damage reduces a creature to 0 hit points, it dies. 41-42 The bean turns to dust, causing each pile of bones or corpse within 30 feet of the bean to animate as an undead creature. A pile of bones animates as a skeleton and a corpse animates as a zombie. Roll initiative for the animated undead as a group, which has its own turns. The undead creatures animated by the bean are hostile to all non-undead creatures. Any undead creature animated by the bean remains for 1 hour, or until it drops to 0 hit points, after which it it turns to dust. If there are no piles of bones or corpses within 20 feet of the bean when it turns dust, the nearest pile of bones or corpse animates instead. 43-44 The bean disappears, creating magical darkness that fills a 20-foot radius sphere, centred on the bean. This darkness lasts for 1 hour. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. 45-46 The bean explodes, creating webbing that fills a 20-foot cube, centred on the bean. The webbing is difficult terrain, and lightly obscures its area. The webbing lasts for 1 hour if it is anchored between two solid surfaces (such as walls or trees), otherwise the webbing collapses on itself and disappears after 1 round. A creature that starts its turn in the webbing, or that enters the webbing for the first time on a turn must succeed on a DC 15 Dexterity saving throw or be restrained by the webbing. A creature that is restrained by the webbing can use its action to make a DC 15 Strength check, breaking free from the webbing on a success. Dealing 15 slashing damage to the webbing (AC 10) also frees one creature restrained by it. 47-48 The bean explodes, releasing a swarm of biting insects that fills a 20-foot radius sphere, centred on the bean. The sphere remains for 1 hour, and its area is heavily obscured. The sphere's area is difficult terrain. Each creature in the area when the sphere first appears must make a DC 15 Constitution swaving throw, taking 2d10 piercing damage on a failed saving throw, or half as much damage on a successful one. A creature must also make this saving throw if it ends its turn in the sphere, or enters the sphere for the first time on a turn. 49-50 The bean explodes, releasing a thick, yellow mist that fills a 20-foot radius sphere, centred on the bean. The mist heavily obscures its area and lasts for 1 hour, or until it is dispersed by a strong wind. A creature that starts its turn in the mist or that enters the mist for the first time on a turn must succeed on a DC 15 Constitution saving throw against poison or be incapacitated until the start of its next turn as it retches and reels. Creatures that don't need to breathe or that are immune to poison automatically succeed on this saving throw. 51-52 The bean explodes, creating a flash of sickly green light that fills a 20-foot radius sphere, centred on the bean. Each creature in the area must make a DC 15 Constitution saving throw. On a failed saving throw, a creature takes 3d6 poison damage and is poisoned for 1 hour. On a successful saving throw, a creature takes half as much damage, and isn't poisoned. While poisoned in this way, a creature must repeat the saving throw at the start of each of its turns, taking 3d6 poison damage on a failed saving throw, or ending the poisoned condition on itself on a successful one. 53-54 The bean explodes, releasing a corrosive, orange mist that fills a 20-foot radius sphere, centred on the bean. The mist heavily obscures its area and lasts for 1 hour, or until it is dispersed by a strong wind. A creature that starts its turn in the mist or that enters the mist for the first time on a turn must make a DC 15 Constitution saving throw. A creature takes 4d4 acid damage on a failed saving throw, or half as much damage on a successful one. Ona failed saving throw, a creature is also covered with corrosive acid; until the creature uses an action to scrape or wash the acid off, it takes 2d4 acid damage at the start of each of its turns. 55-56 The bean explodes, releasing a mass of squirming tentacles that fill a 20-foot cube, centred on the bean. The tentacles remain for 1 hour, and turn the ground in the area into difficult terrain. A creature that starts its turn in the area, or that enters the are for the first time on a turn must succeed on a DC 15 Dexterity saving throw or take 3d6 bludgeoning damage and be restrained. A creature that starts its turn restrained by the tentacles takes 3d6 bludgeoning damage. While restrained in this way, a creature can use its action to make a DC 15 Strength check, freeing itself on a success. 57-58 The bean grows into a huge, lashing vine. The vine withers away after 1 hour. A creature that starts its turn within 20 feet of the vine must succeed on a DC 15 Dexterity saving throw or be grappled pulled up to 15 feet towards the vine. If a creature is Large or smaller it is restrained while grappled in this way. A grappled creature can use its action to make a DC 15 Strength check, breaking free on a success. A creature that is restrained by the vine when it withers away drops to the ground, landing prone. 59-60 The bean causes tangling plants and weeds to grow, turning the ground within 20 feet of it into difficult terrain. Plants created by the bean wither away after 1 hour. Creatures in this difficult terrain when it first appears must succeed on a DC 15 Strength saving throw or be restrained by entangling plants until they wither away. A creature restrained in this way can use an action to make a DC 15 Strength check, breaking free on a success. 61-62 The bean disappears in a flash of light, creating bright light in a 20-foot radius, and dim light for a further 20-feet. This light is sunlight, and lasts for 1 hour. Each creature in the bright light when it first appears must succeed on a DC 15 Constitution saving throw or be blinded for 1 hour. A creature blinded in this way can repeat the saving throw at the end of each of its turns, ending the effect on a success. 63-64 The bean explodes, creating an instantaneous flash of violet light that fills a 15-foot radius sphere, centred on the bean. Each creature in the area must succeed on a DC 15 Dexterity saving throw or be outlined in violet light for 1 hour. A creature that is outlined in this way sheds dim light in a 10-foot radius. Additionally, any attack roll against a creature that is outlined in this way has advantage if the attacker can see the outlined creature, and an outlined creatured can't benefit from being invisible. 65-66 The bean disappears in a flash of light, calling down a a beam of searing radiance that fills a 40-foot tall cylinder with a 10-foot radius, centred on the bean. Each creature in the area must make a DC 15 Dexterity saving throw, taking 3d8 radiant damage on a failed saving throw, or half as much damage on a successful one.A creature gains no benefit from cover for this saving throw. 67-68 The bean explodes, creating an instantaneous blast of fire that fills a 15-foot radius sphere, centred on the bean. Flammable objects in the area ignite. Each creature in the area must make a DC 15 Dexterity saving throw. A creature takes 3d6 fire damage on a failed saving throw, or half as much damage on a successful one. On a failed saving throw, a creature also catches fire; until a creature uses an action to douse the flames, it takes 1d6 fire damage at the start of each of its turns. 69-70 The bean explodes, creating a blast of magical force that fills a 10-foot cube, centred on the bean. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take 4d10 force damage. A creature that is reduced to 0 hit points by this damage turns to dust and can't be resurrected by any means short of a wish spell. Nonmagical objects in the area that aren't being worn or carried also turn to dust. 71-72 The bean explodes, creating a tremor on the ground in a 15-foot radius, centred on the bean. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take 3d6 bludgeoning damage and be knocked prone. Additionally, the ground in the area becomes difficult terrain until cleared. 73-74 The bean turns crumbles, releasing a cloud of dust that fills a 15-foot radius sphere, centred on the bean. Each creature in the area when it appears must succeed on a DC 15 Constitution saving throw or be restrained as it begins to turn to stone. A creature that is restrained in this way must repeat the saving throw at the end of its next turn. On a successful saving throw, the effect ends. On a failed saving throw, the creature is petrified for 1 hour. 75-76 The bean explodes in flash of multicoloured light that fills a 15-foot radius sphere, centred on the bean. Each creature in the area must succeed on a DC 15 Wisdom saving throw or transform a frog. Shapechangers automatically succeed on this saving throw. The target's game statistics are replaced with the statistics of a frog, although it retains its alignment and personality. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech. The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment. 77-78 The bean explodes in flash of light that fills a 15-foot radius sphere, centred on the bean. Each creature in the area must succeed on a DC 15 Constiution saving throw or be reduced for 1 hour. An affected creature's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. Everything an affected creature is wearing and carrying also changes size with it. This reduction decreases its size by one category--from Medium to Small, for example. While reduced, an affected creature also has disadvantage on Strength checks and Strength saving throws. An affected creature's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1). 79-80 The bean disappears in spray of sparks, and an elemental appears in the nearest unoccupied space (1d4- 1- air elemental, 2- earth elemental, 3- fire elemental, 4- water elemental). Roll initiative for the elemental, which has its own turns. The elemental is hostile to all other creatures, and disappears after 1 hour, or when it drops to 0 hit points. 81-82 The bean explodes, creating a flash of white light that fills a 15-foot radius sphere, centred on the bean. Each creature in the area must succeed on a DC 15 Charisma saving throw or be transported to the astral plane for 1 hour, after which it returns to the space it previously occupied, or the nearest unoccupied space if that space is occupied. 83-84 The bean explodes, creating a flash of golden light that fills a 20-foot radius sphere, centred on the bean. Each creature in the area must succeed on a DC 15 Charisma saving throw or be banished. if the banished creature is native to its current plane of existence, it is banished to a harmless demiplane. Whilst it is in this harmless demiplane the banished creature is incapacitated, The banished creature remains in the demiplane for 1 hour, after which it returns to the space it previously occupied, or the nearest unoccupied space if that space is occupied. If a banished creature isn't native to its current plane of existence, it is banished to its home plane, and doesn't return. 85-86 The bean explodes in a flash of white light, creating a 10-foot radius, 20-foot tall cylinder of protective magical energy, centred on the bean. Glowing runes appear wherever the cylinder intersects with the floor or other surface. The cylinder remains for 1 hour. While the cylinder remains, celestials, elementals, fey, fiends and undead can't willingly exit the cylinder by nonmagical means, and if such a creature attempts to use teleportation or planar travel to leave the cylinder, it must succeed on a DC 15 Charisma saving throw. Additionally, celestials, elementals, fey, fiends and undead inside the cylinder have disadvantage on attack rolls against creatures outside the cylinder, and creatures outside the cylinder can't be charmed, frightened or possessed by celestials, elementals, fey fiends and undead that are inside the cylinder. 87-88 The bean disappears in a flash of light, creating an invisible, hemispherical wall of force with a 10-foot radius, centred on the bean. The wall is 1/4 inch thick. Nothing can physically pass through the wall, and it is immune to all damage. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal plane, blocking ethereal travel through the wall. 89-90 The bean disappears in a flash of light, creating an antimagic field that fills a 10-foot radius sphere, centred on the bean. 91-92 The bean explodes, reversing gravity in a 20-foot radius, 40-foot tall cylinder, centred on the bean. All creatures and objects that aren't somehow anchored to the ground in the area fall upward and reach the top of the area. A creature can make a DC 15 Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall. If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly. After 1 hour, any creatures or objects in the area fall back down. 93-94 The bean explodes in a flash of light, creating an instantaneous, twisting pattern of colours that fills a 20-foot cube, centred on the bean. Each creature in the area must succeed on a DC 15 Wisdom saving throw or be charmed for 1 hour, or until it takes any damage or another creature uses its action to shake it out of its stupor. While charmed in this way, a creature is incapacitated and has a speed of 0. 95-96 The bean explodes, creating dim light that fills a 20-foot radius sphere, centred on the bean. This light remains for 1 hour. A creature that starts its turn in this light or that enters the light for the first time on a turn must succeed on a DC 15 Constitution saving thrrow or suffer one level of exhaustion. 97-98 The bean explodes, creating an instantaneous blast of energy that fills a 10-foot radius sphere. Each creature in the area when it first appears must succeed on a DC 15 Constitution saving throw or be stunned for 1 hour. A creature that is stunned in this way can repeat the saving throw at the end of each of its truns, ending the effect on a success. 99-00 The bean slowly crumbles, briefly stopping the flow of time in a 20-foot radius, centred on itself. Time ceases to pass for 1d4 + 1 rounds within the sphere. Creatures outside the sphere can move and take actions normally. The effect ends if a creature uses an action or creates an effect that affects a creature or an object that is being worn or carried by a creature within the sphere. Each time you draw a bean from the bag, there is a cumulative 20% chance that you can't draw another bean from the bag until the next dawn.
Rod of the Pact Keeper, +1 Uncommon Renown F true
While holding this rod, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your warlock spells. 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.