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Adventure Title
DDHC WDH Waterdeep Dragon Heist - Chapter 5
Tier
2
Session
1
Date Played
2019-01-25 10:14:00 UTC
ACP
5
TCP
5
GP +/-
Downtime
10.0
Renown
1.0
Location Played
ONLINE - UK
DM Name
Red Pelaez
DM DCI Number
4317018046
Notes
Ok game. Chased the evil geezer and killed some henchmen. Helped by some Zents who were OP as hell. Never in doubt. Found: Robes of the Archmagi [Black] Staff of Power [Bracers of Archery] * [A Sailing Boat] * Yellow Elemental Gem Ledger for Blackmail

Magic Items

Name Rarity Location Table Result Counts?
Robe of the Archmagi Legendary DDHC-WDH Waterdeep Dragon Heist - Chapter 8 false
Robe of the Archmagi DMG Wondrous Item, Major, Legendary (Requires Attunement by a Sorcerer, Warlock, or Wizard) Available at T3 Only!!!! - TCP Cost 24. Magic Item table I This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe's color corresponds to the alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can't attune to a robe of the archmagi that doesn't correspond to your alignment. You gain these benefits while wearing the robe: If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier. You have advantage on saving throws against spell and other magical effects. Your spell save DC and spell attack bonus each increase by 2.
Staff of Power Very Rare DDHC WDH Waterdeep Dragon Heist - Chapter 8 false
Staff of Power DMG Staff, Major, Very Rare (Requires Attunement by a Sorcerer, Warlock, or Wizard) 4 lbs. Magic Item Table H - TCP Cost 20 - Available at T3-4 Only!!! This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. The staff has 20 charges for the following properties. The staff regains 2d8+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage roll but loses all other properties. On a 20, the staff regain 1d8+2 charges. Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges). lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges). Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. Distance from Origin Effect 10 ft. away or closer 8 × the number of charges in the staff 11 to 20 ft. away 6 × the number of charges in the staff 21 to 30 ft. away 4 × the number of charges in the staff Source: DMG, page 202
Bracers of Archery Uncommon false
Bracers of Archery DMG Wondrous Item, Major, Uncommon (Requires Attunement) Magic Item Table F - TCP Cost 16 - Available at Tiers 1-4 While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. Source: DMG, page 156
Yellow Elemental Gem Uncommon DDHC Waterdeep Dragon Heist - Chapter 8 false
Elemental Gem, Yellow Diamond DMG Magic Item table B - TCP Cost 8 - Tiers 1-4 Wondrous Item, Minor, Uncommon This gem contains a mote of elemental energy. When you use an action to break the gem, an earth elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost. Source: DMG, page 167