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Adventure Title
DDHC-TYP-3 - The hidden shrine of Tamoachan
Session
1
Date Played
2024-06-02 16:39:00 UTC
Levels Gained
1
GP +/-
3050
Downtime +/-
10.0
Location Played
Roll20
DM Name
Echo
DM DCI Number
1875234
Notes
------------------------------------------------------------------------------------------------------------------------------------------ Teilnehmer: (6) Brennjie - Spriggan - Ranger Horizon Walker 6 - none - Darkvision 60ft (10) Bramymond - Prof. Alastor Jones - V.human - Wizard: School of Conjuration 10 - Harpers (8) Arikatzi020 - Rashaa "Forgotten One" - Aasimar - The Genie Warlock lvl 8 - none (10) Raimundo_O - Llanfair Pwllgwyngyll - Eladrin - Artificer 3 - Wizard 7 - none ------------------------------------------------------------------------------------------------------------------------------------------ Info: Kukulkan, ein Couatl der in dem Tempel eingeschlossen wurde, wurde von uns nach seiner gestellten Prüfung befreit. ------------------------------------------------------------------------------------------------------------------------------------------ Loot: 3090gp 1x Potion of Hill Giant Strength 1x Potion of Healing 1x Dust of Disappearance 1x Spell Scroll: Detect Magic, Stone Shape 1x Potion of Clairvoyance 1x Potion of Invisibility 1x Elixir of Health 1x Dried heart of a Mighty yuan-ti verschlungen ------------------------------------------------------------------------------------------------------------------------------------------ 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**. ------------------------------------------------------------------------------------------------------------------------------------------ Bracelet of Rock Magic (Consumeble) 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. Der Curse wurde vom Professor entfernt: **Curse.** The bracelet’s affinity with earth manifests as an unusual curse. Creatures of flesh that are strongly related to earth and stone, such as stone giants and dwarves, have advantage on the saving throw against flesh to stone cast from the bracelet. If such a creature’s save is successful, the bracelet breaks your attunement to it and casts the spell on you. You make your saving throw with disadvantage, and on a failed save you are petrified instantly. ------------------------------------------------------------------------------------------------------------------------------------------ Rod of the Pact Keeper, +1 Rod, uncommon (requires attunement by a warlock) A thin stone cylinder. 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. ------------------------------------------------------------------------------------------------------------------------------------------ Balance of Harmony 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. ------------------------------------------------------------------------------------------------------------------------------------------ Periapt of Wound Closure 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. ------------------------------------------------------------------------------------------------------------------------------------------ Stone of Ill Luck 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. ------------------------------------------------------------------------------------------------------------------------------------------ Wand of Lightning Bolts 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. ------------------------------------------------------------------------------------------------------------------------------------------ Eagle Whistle 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. ------------------------------------------------------------------------------------------------------------------------------------------ Mace +1 Melee weapon (simple, mace), uncommon You have a +1 bonus to attack and damage rolls made with this weapon. ------------------------------------------------------------------------------------------------------------------------------------------ Dagger +1 Melee weapon (simple, dagger), uncommon If a character wielding this weapon gets a natural 1 on an attack roll, the dagger breaks and becomes nonmagical. This weapon functions as a +1 dagger. When it is used, its grip frays, its blade chips, and it flakes rust. You have a +1 bonus to attack and damage rolls made with this weapon. ------------------------------------------------------------------------------------------------------------------------------------------ Amulet of Protection from Turning 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. ------------------------------------------------------------------------------------------------------------------------------------------ Gloves of Missile Snaring 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. ------------------------------------------------------------------------------------------------------------------------------------------ Jade bead Bracelets (Bracers of Defense) Wondrous rare, Requires Attunement While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield. ------------------------------------------------------------------------------------------------------------------------------------------ Ring of Animal Influence Ring, rare A carved jade ring, a panther ready to strike 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 ------------------------------------------------------------------------------------------------------------------------------------------ Ring Of Fire Resistance Ring, rare (requires attunement) A carved jade ring, one in the form of a man holding the moon You have resistance to fire damage while wearing this ring. ------------------------------------------------------------------------------------------------------------------------------------------ Ring of Protection Ring, rare (requires attunement) You gain a +1 bonus to AC and saving throws while wearing this ring. ------------------------------------------------------------------------------------------------------------------------------------------ Longsword +1 Melee weapon (martial, longsword), uncommon 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. You have a +1 bonus to attack and damage rolls made with this weapon. ------------------------------------------------------------------------------------------------------------------------------------------ Berserker Axe +2 (Battleaxe) 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. Der Curse wurde vom Professor entfernt: **Curse**. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear. ------------------------------------------------------------------------------------------------------------------------------------------ + 1 lvl The Genie Warlock eingekauft: 1x Studdet Leather Armor +5gp (Neu:10gp) verkauft: 1x Leather Armor -45 gp ------------------------------------------------------------------------------------------------------------------------------------------

Magic Items

Name Rarity Location Table Result Counts?
Rod of the Pact Keeper, +1 Uncommon DDHC-TYP-3 - The hidden shrine of Tamoachan true
Rod of the Pact Keeper, +1 Rod, uncommon (+1), (requires attunement by a warlock) A thin stone cylinder. 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.
Balance of Harmony Uncommon DDHC-TYP-3 - The hidden shrine of Tamoachan true
Balance of Harmony 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.
Periapt of Wound Closure Uncommon DDHC-TYP-3 - The hidden shrine of Tamoachan true
Periapt of Wound Closure 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.
Stone of Ill Luck Uncommon DDHC-TYP-3 - The hidden shrine of Tamoachan true
Stone of Ill Luck 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.
Ferret Mask (Hat of Disguise) Uncommon DDHC-TYP-3 - The hidden shrine of Tamoachan true
Ferret Mask (Hat of Disguise) Wondrous item, uncommon (requires attunement) A ferret-faced, feathered mask. 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.
Wand of Lightning Bolts Rare DDHC-TYP-3 - The hidden shrine of Tamoachan true
Wand of Lightning Bolts 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.
Eagle Whistle Rare DDHC-TYP-3 - The hidden shrine of Tamoachan true
Eagle Whistle 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.
Mace +1 Uncommon DDHC-TYP-3 - The hidden shrine of Tamoachan true
Mace +1 Melee weapon (simple, mace), uncommon You have a +1 bonus to attack and damage rolls made with this weapon.
Gloves of Missile Snaring Uncommon DDHC-TYP-3 - The hidden shrine of Tamoachan true
Gloves of Missile Snaring 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 true
Amulet of Protection from Turning 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.
Jade bead bracelets (Bracers of Defense) Rare DDHC-TYP-3 - The hidden shrine of Tamoachan true
Jade bead bracelets (Bracers of Defense) Wondrous rare, Requires Attunement While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
Ring Of Fire Resistance Rare DDHC-TYP-3 - The hidden shrine of Tamoachan true
Ring Of Fire Resistance Ring, rare (requires attunement) A carved jade ring, one in the form of a man holding the moon You have resistance to fire damage while wearing this ring.
Ring of Animal Influence Rare DDHC-TYP-3 - The hidden shrine of Tamoachan true
Ring of Animal Influence Ring, rare A carved jade ring, a panther ready to strike 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
Ring of Protection Uncommon DDHC-TYP-3 - The hidden shrine of Tamoachan true
Ring of Protection Ring, rare (requires attunement) You gain a +1 bonus to AC and saving throws while wearing this ring.
Longsword +1 Uncommon DDHC-TYP-3 - The hidden shrine of Tamoachan true
Longsword +1 Melee weapon (martial, longsword), uncommon 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. You have a +1 bonus to attack and damage rolls made with this weapon.
Berserker Axe +2 (Battleaxe) Very Rare DDHC-TYP-3 - The hidden shrine of Tamoachan true
Berserker Axe +2 (Battleaxe) 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. Der Curse wurde vom Professor entfernt: **Curse**. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear. Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.