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Adventure Title
DDHC-RoT Rise of Tiamat: Chapter 15 - Xonthal's Tower
Session
12
Date Played
2024-04-29 19:00:00 UTC
Levels Gained
GP +/-
Downtime +/-
10.0
Location Played
Roll20
DM Name
thebaconing
DM DCI Number
4320843938
Notes
------------------------------------------------------------------------------------------------------------------------------------------ Teilnehmer: (12) Ivanow - Tarhun - Dragonborn - Socerer - none (12) Arikatzi020 - Shahana Silentmoon - High Elf (Moonelf/Tiefling) - Monk/Cleric - none (12) happy - Flix -Kobold - Rouge/Hexblade - none (12) JinxedBear - Esteban Julio Ramirez De la Rosa - Variant Human - Barde/Rouge - none (12) C0ldW0lf - Rikha - Tiefling - Barbarian - none ------------------------------------------------------------------------------------------------------------------------------------------ Info: Iskander Severin, Führer des Cult of the Dragon ------------------------------------------------------------------------------------------------------------------------------------------ Loot: 1x potions of healing 1x potion of growth 1x potion of fire breath ------------------------------------------------------------------------------------------------------------------------------------------ Elemental Gem (Clear sapphire/air elemental). Wondrous item, uncommon This gem contains a mote of elemental energy. When you use an action to break the gem, an elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost. The type of gem determines the elemental summoned by the spell. ------------------------------------------------------------------------------------------------------------------------------------------ Wand of Fear Wand, rare (requires attunement) This wand has 7 charges for the following properties. It 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. Command: While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the command spell (save DC 15). Cone of Fear: While holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can- willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevent it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. ------------------------------------------------------------------------------------------------------------------------------------------ Driftglobe Wondrous item, uncommon This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can't be used again until the next dawn. You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out. ------------------------------------------------------------------------------------------------------------------------------------------ 3x Dagger +1 Melee weapon (simple, dagger), uncommon You have a +1 bonus to attack and damage rolls made with this weapon. ------------------------------------------------------------------------------------------------------------------------------------------

Magic Items

Name Rarity Location Table Result Counts?
Elemental Gem (Clear sapphire/air elemental) Uncommon DDHC-RoT Rise of Tiamat: Chapter 15 - Xonthal's Tower true
Elemental Gem (Clear sapphire/air elemental) Wondrous item, uncommon This gem contains a mote of elemental energy. When you use an action to break the gem, an elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost. The type of gem determines the elemental summoned by the spell.
Wand of Fear Rare DDHC-RoT Rise of Tiamat: Chapter 15 - Xonthal's Tower true
Wand of Fear Wand, rare (requires attunement) This wand has 7 charges for the following properties. It 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. Command: While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the command spell (save DC 15). Cone of Fear: While holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can- willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevent it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
Driftglobe Uncommon DDHC-RoT Rise of Tiamat: Chapter 15 - Xonthal's Tower true
Driftglobe Wondrous item, uncommon This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can't be used again until the next dawn. You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.
Dagger +1 Uncommon DDHC-RoT Rise of Tiamat: Chapter 15 - Xonthal's Tower true
Dagger +1 Melee weapon (simple, dagger), uncommon You have a +1 bonus to attack and damage rolls made with this weapon.