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Adventure Title
DDHC-SKT Storm King’s Thunder - Chapter 11: Caught in the Tentacles to Chapter 12: Doom of the Desert
Session
35
Date Played
2025-04-06 16:00:00 UTC
Levels Gained
GP +/-
9505
Downtime +/-
10.0
Location Played
Roll20
DM Name
WasabiPrime
DM DCI Number
3320826192
Notes
------------------------------------------------------------------------------------------------------------------------------------------ Teilnehmer: (10) Arikatzi020 - Vidra - Shadar-kai - Phantom Rouge lvl 9 - none (10) Christian K. - Kephalos - Minotaur - Path of the Ancestrial Gardian Barbar 9 - none (10) NeOn - Drak - Lizardfolk - Drake Warden Ranger 9 - none (10) Morti16 -Sariel Immeril - high elfe -Bladesinger lvl 9 - none (10) Folk2K - Nori - Satyr - Order Cleric 1 + Glamour Bard 8 ------------------------------------------------------------------------------------------------------------------------------------------ Info: ------------------------------------------------------------------------------------------------------------------------------------------ Trinkets von Iymrith (Doom of the Desert) 1x Zwei Zähne eines Agend Dragon Iymrith (Doom of the Desert) 2x Schuppen eines Agend Dragon Iymrith (Doom of the Desert) ------------------------------------------------------------------------------------------------------------------------------------------ Loot: 9505gp The sarcophacus contains the following magic items: Eversmoking Bottle (UC) Headband of Intellect (UC) Ring of Jumping (UC) Brooch of Shielding (UC) ------------------------------------------------------------------------------------------------------------------------------------------ The sarcophacus contains the following magic items: Holy Avenger (Longsword) (L) ------------------------------------------------------------------------------------------------------------------------------------------ The sarcophacus contains the following magic items: Dwarven Thrower (VR) Staff of Frost (VR) ------------------------------------------------------------------------------------------------------------------------------------------ The sarcophacus contains the following magic items: Figuring of Wondrous Power: Marble Elephant (R) Ioun Stone of Reserve (R) Staff of Healing (R) ------------------------------------------------------------------------------------------------------------------------------------------ Claw of the Wyrm Rune Wondrous item, rare (requires attunement) This dragon’s claw has been covered with a coat of molten silver, upon which has been inscribed the wyrm (dragon) rune. The claw has the following properties. Wyrmslayer. As an action, you can point the claw at a dragon within 30 feet of you. The dragon must then succeed on a DC 15 Constitution saving throw or gain vulnerability to all damage types until the end of your next turn. This property can be used three times. The claw regains all expended uses at the next dawn. Wyrm Shield. While the claw is displayed on your person, you have resistance to the damage caused by any dragon’s breath weapon. Wyrm Ward. You can transfer the claw’s magic to a place by tracing the wyrm rune on the ground with your finger. The point where you trace it becomes the center of a spherical area of magic that has a 100-foot radius and that is fixed to the place. The transfer takes 8 hours of work that requires the claw to be within 5 feet of you. At the end, the claw is destroyed, and the area gains the following property: While in the 100-foot-radius sphere, any dragon has disadvantage on saving throws and can have a flying speed no higher than 10 feet. ------------------------------------------------------------------------------------------------------------------------------------------

Magic Items

Name Rarity Location Table Result Counts?
Claw of the Wyrm Rune Rare DDHC-SKT Storm King’s Thunder - Chapter 12: Doom of the Desert true
Claw of the Wyrm Rune Wondrous item, rare (requires attunement) This dragon’s claw has been covered with a coat of molten silver, upon which has been inscribed the wyrm (dragon) rune. The claw has the following properties. Wyrmslayer. As an action, you can point the claw at a dragon within 30 feet of you. The dragon must then succeed on a DC 15 Constitution saving throw or gain vulnerability to all damage types until the end of your next turn. This property can be used three times. The claw regains all expended uses at the next dawn. Wyrm Shield. While the claw is displayed on your person, you have resistance to the damage caused by any dragon’s breath weapon. Wyrm Ward. You can transfer the claw’s magic to a place by tracing the wyrm rune on the ground with your finger. The point where you trace it becomes the center of a spherical area of magic that has a 100-foot radius and that is fixed to the place. The transfer takes 8 hours of work that requires the claw to be within 5 feet of you. At the end, the claw is destroyed, and the area gains the following property: While in the 100-foot-radius sphere, any dragon has disadvantage on saving throws and can have a flying speed no higher than 10 feet.
Holy Avenger (Greatsword) Legendary DDHC-SKT Storm King’s Thunder - Chapter 12: Doom of the Desert true
Holy Avenger (Longsword) Weapon (Longsword), Legendary (Requires Attunement by a Paladin) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage. While you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.
Dwarven Thrower Very Rare DDHC-SKT Storm King’s Thunder - Chapter 12: Doom of the Desert true
Dwarven Thrower Weapon (Warhammer), Very Rare (Requires Attunement by a Dwarf or a Creature Attuned to a Belt of Dwarvenkind) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. It has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 Force damage, or an extra 2d8 Force damage if the target is a Giant. Immediately after hitting or missing, the weapon flies back to your hand.
Staff of Frost Very Rare DDHC-SKT Storm King’s Thunder - Chapter 12: Doom of the Desert true
Staff of Frost Staff, Very Rare (Requires Attunement by a Druid, Sorcerer, Warlock, or Wizard) You have Resistance to Cold damage while you hold this staff. Spells. The staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. Spell Charge Cost Cone of Cold 5 Fog Cloud 1 Ice Storm 4 Wall of Ice 4 Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff turns to water and is destroyed.
Marble Elephant Figurine of Wondrous Power Rare DDHC-SKT Storm King’s Thunder - Chapter 12: Doom of the Desert true
Marble Elephant Figurine of Wondrous Power Wondrous Item, Rare A Figurine of Wondrous Power is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine’s description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. The creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. Marble Elephant. This marble statuette resembles a trumpeting elephant. It can become an Elephant for up to 24 hours. Once it has been used, it can’t be used again until 7 days have passed.
Ioun Stone of Reserve Rare DDHC-SKT Storm King’s Thunder - Chapter 12: Doom of the Desert true
Ioun Stone of Reserve Wondrous Item, Rare (Requires Attunement) Roughly marble sized, Ioun Stones are named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun Stones exist, each type a distinct combination of shape and color. When you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun Stones orbiting your head at the same time. Each Ioun Stone orbiting your head is considered to be an object you are wearing. The orbiting stone avoids contact with other creatures and objects, adjusting its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it. As a Utilize action, you can seize and stow any number of Ioun Stones orbiting your head. If your Attunement to an Ioun Stone ends while it’s orbiting your head, the stone falls as though you had dropped it. The type of stone determines its rarity and effects. Reserve. This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 4 levels of spells at a time. When found, it contains 1d4 levels of stored spells chosen by the DM. Any creature can cast a spell of level 1 through 4 into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While this stone orbits your head, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it, freeing up space.
Staff of Healing Rare DDHC-SKT Storm King’s Thunder - Chapter 12: Doom of the Desert true
Staff of Healing Staff, Rare (Requires Attunement by a Bard, Cleric, or Druid) This staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spellcasting ability modifier. The table indicates how many charges you must expend to cast the spell. Spell Charge Cost Cure Wounds 1 charge per spell level (maximum 4 for a level 4 spell) Lesser Restoration 2 Mass Cure Wounds 5 Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff vanishes in a flash of light, lost forever.
Eversmoking Bottle Uncommon DDHC-SKT Storm King’s Thunder - Chapter 12: Doom of the Desert true
Eversmoking Bottle Wondrous Item, Uncommon As a Magic action, you can open or close this bottle. Opening the bottle causes thick smoke to billow out, forming a cloud that fills a 60-foot Emanation originating from the bottle. The area within the smoke is Heavily Obscured. Each minute the bottle remains open, the size of the Emanation increases by 10 feet until it reaches its maximum size of 120 feet. Closing the bottle causes the cloud to become fixed in place until it disperses after 10 minutes. A strong wind (such as that created by the Gust of Wind spell) disperses the cloud after 1 minute.
Headband of Intellect Uncommon DDHC-SKT Storm King’s Thunder - Chapter 12: Doom of the Desert true
Headband of Intellect Wondrous Item, Uncommon (Requires Attunement) Your Intelligence is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or higher without it.
Ring of Jumping Uncommon DDHC-SKT Storm King’s Thunder - Chapter 12: Doom of the Desert true
Ring of Jumping Ring, Uncommon (Requires Attunement) While wearing this ring, you can cast Jump from it, but can target only yourself when you do so.
Brooch of Shielding Uncommon DDHC-SKT Storm King’s Thunder - Chapter 12: Doom of the Desert true
Brooch of Shielding Wondrous Item, Uncommon (Requires Attunement) While wearing this brooch, you have Resistance to Force damage, and you have Immunity to damage from the Magic Missile spell.