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Adventure Title
DDHC-RotF Chapter 7: Doom of Ythryn
DDHC-RotF Chapter 7: Doom of Ythryn
Session
44
44
Date Played
2025-07-18 21:15:00 UTC
2025-07-18 21:15:00 UTC
Levels Gained
GP +/-
Downtime +/-
10.0
10.0
Location Played
Roll20
Roll20
DM Name
Bramymond
Bramymond
DM DCI Number
7546445646
7546445646
Notes
------------------------------------------------------------------------------------------------------------------------------------------ Teilnehmer: (11) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none (11) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none (11) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none (11) Frederick - Elric - Human - Wizard - none (11) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ? ------------------------------------------------------------------------------------------------------------------------------------------ Info: Veneranda, Erzzauberin sehr Potetische Reisende zwischen den Sternen. Liebt die Lebewesen und Völker der Welten. Passwort für Mithalar ist in Irialathar's Büro aufgeschrieben (hohes Sicherheitsrisiko, später bei der IT-sec melden...) Everlast in der STernförmigen Kammer rufen Namen der 8 High Mages: High Abjurer Taruth High Evoker Zadulus High Conjurer Damorith High Illusionist Ajamar High Diviner Apius High Necromancer Cadavix High Enchanter Ivira High Transmuter Metaltra ------------------------------------------------------------------------------------------------------------------------------------------ The city was held aloft by the Ythryn mythallar (area Y23). Up to eight mages could attune to this device at one time. If all of them agreed, they could use its power to move the city through the skies or control the weather for miles around it. If disaster ever struck the city, the wizards could exploit the power of the obelisk (area Y21) to turn back time and avert ruin. The schematics contain instructions for activating the obelisk, which requires a staff of power as a power source. The command word to reopen the magic door to area Y19m is “Saldrinar,” which also happens to be the name of a long-dead Netherese archmage. The command word to deactivate the force field around the spire is “Olostin.” If this name is spoken aloud within Iriolarthas’s study, the force field surrounding the spire and the Ythryn mythallar (area Y23) deactivates permanent ------------------------------------------------------------------------------------------------------------------------------------------ Loot: Staff 1: is a straight stick of pale ash with a stern-looking owl’s head carved into its top. Trinket: A tuffed Badger. 1x The Incantations of Iriolarthas ------------------------------------------------------------------------------------------------------------------------------------------ The Incantations of Iriolarthas The Incantations of Iriolarthas is a weighty spellbook. Its black leather covers have dead, toothy worms glued to them, sheathed in glossy varnish. Set into this morbid display on the front cover is a gold rune that resembles a stylized eye with a pupil shaped like a candle flame—the sigil of Iriolarthas, a Netherese lich. The book contains sixty pages of brittle yellow vellum. Written on these pages are the following wizard spells: 1st alarm detect magic identify magic missile shield Tasha's hideous laughter thunderwave 2nd arcane lock continual flame invisibility knock levitate Melf's acid arrow mirror image 3rd animate dead bestow curse clairvoyance counterspell dispel magic fireball glyph of warding 4th arcane eye banishment blight dimension door Evard's black tentacles phantasmal killer 5th Bigby's hand cloudkill dominate person planar binding scrying telekinesis 6th create undead disintegrate globe of invulnerability move earth Otto's irresistible dance 7th create magen finger of death prismatic spray teleport 8th demiplane dominate monster mind blank power word stun 9th blade of disaster power word kill ------------------------------------------------------------------------------------------------------------------------------------------ Abracadabrus Wondrous item, very rare An abracadabrus is an ornate, gemstone-studded wooden chest that weighs 25 pounds while empty. Its interior compartment is a cube measuring 1½ feet on a side. The chest has 20 charges. A creature can use an action to touch the closed lid of the chest and expend 1 of the chest’s charges while naming one or more nonmagical objects (including raw materials, foodstuffs, and liquids) worth a total of 1 gp or less. The named objects magically appear in the chest, provided they can all fit inside it and the chest doesn’t contain anything else. For example, the chest can conjure a plate of strawberries, a bowl of hot soup, a flagon of water, a stuffed animal, or a bag of twenty caltrops. Food and drink conjured by the chest are delicious, and they spoil if not consumed after 24 hours. Gems and precious metals created by the chest disappear after 1 minute. The chest regains 1d20 expended charges daily at dawn. If the item’s last charge is expended, roll a d20. On a 1, the chest loses its magic (becoming an ordinary chest), and its gemstones turn to dust. ------------------------------------------------------------------------------------------------------------------------------------------ Staff of Power Staff, very rare (requires attunement by a sorcerer, warlock, or wizard) 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 rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges. Damage: 1d6 Damage Type: Bludgeoning Properties: Versatile 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 Damage 10 ft. away or closer 8 x the number of charges in the staff 11 to 20 ft. away 6 x the number of charges in the staff 21 to 30 ft. away 4 x the number of charges in the staff ------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------------------------------------------------------ Teilnehmer: (11) Arikatzi020 - Skalli "Frostgaze" - Shifter - Circel of the Moon Druid - none (11) Raimundo - Beru Chillwind Akannathi - Aasimar - Paladin - none (11) C0ldw0lf - Aerlyn Fuyu - Eladrin - Ranger - none (11) Frederick - Elric - Human - Wizard - none (11) Echo - Osric Whisperwoods - Habling - Twilight Cleric - ? ------------------------------------------------------------------------------------------------------------------------------------------ Info: Veneranda, Erzzauberin sehr Potetische Reisende zwischen den Sternen. Liebt die Lebewesen und Völker der Welten. Passwort für Mithalar ist in Irialathar's Büro aufgeschrieben (hohes Sicherheitsrisiko, später bei der IT-sec melden...) Everlast in der STernförmigen Kammer rufen Namen der 8 High Mages: High Abjurer Taruth High Evoker Zadulus High Conjurer Damorith High Illusionist Ajamar High Diviner Apius High Necromancer Cadavix High Enchanter Ivira High Transmuter Metaltra ------------------------------------------------------------------------------------------------------------------------------------------ The city was held aloft by the Ythryn mythallar (area Y23). Up to eight mages could attune to this device at one time. If all of them agreed, they could use its power to move the city through the skies or control the weather for miles around it. If disaster ever struck the city, the wizards could exploit the power of the obelisk (area Y21) to turn back time and avert ruin. The schematics contain instructions for activating the obelisk, which requires a staff of power as a power source. The command word to reopen the magic door to area Y19m is “Saldrinar,” which also happens to be the name of a long-dead Netherese archmage. The command word to deactivate the force field around the spire is “Olostin.” If this name is spoken aloud within Iriolarthas’s study, the force field surrounding the spire and the Ythryn mythallar (area Y23) deactivates permanent ------------------------------------------------------------------------------------------------------------------------------------------ Loot: Staff 1: is a straight stick of pale ash with a stern-looking owl’s head carved into its top. Trinket: A tuffed Badger. 1x The Incantations of Iriolarthas ------------------------------------------------------------------------------------------------------------------------------------------ The Incantations of Iriolarthas The Incantations of Iriolarthas is a weighty spellbook. Its black leather covers have dead, toothy worms glued to them, sheathed in glossy varnish. Set into this morbid display on the front cover is a gold rune that resembles a stylized eye with a pupil shaped like a candle flame—the sigil of Iriolarthas, a Netherese lich. The book contains sixty pages of brittle yellow vellum. Written on these pages are the following wizard spells: 1st alarm detect magic identify magic missile shield Tasha's hideous laughter thunderwave 2nd arcane lock continual flame invisibility knock levitate Melf's acid arrow mirror image 3rd animate dead bestow curse clairvoyance counterspell dispel magic fireball glyph of warding 4th arcane eye banishment blight dimension door Evard's black tentacles phantasmal killer 5th Bigby's hand cloudkill dominate person planar binding scrying telekinesis 6th create undead disintegrate globe of invulnerability move earth Otto's irresistible dance 7th create magen finger of death prismatic spray teleport 8th demiplane dominate monster mind blank power word stun 9th blade of disaster power word kill ------------------------------------------------------------------------------------------------------------------------------------------ Abracadabrus Wondrous item, very rare An abracadabrus is an ornate, gemstone-studded wooden chest that weighs 25 pounds while empty. Its interior compartment is a cube measuring 1½ feet on a side. The chest has 20 charges. A creature can use an action to touch the closed lid of the chest and expend 1 of the chest’s charges while naming one or more nonmagical objects (including raw materials, foodstuffs, and liquids) worth a total of 1 gp or less. The named objects magically appear in the chest, provided they can all fit inside it and the chest doesn’t contain anything else. For example, the chest can conjure a plate of strawberries, a bowl of hot soup, a flagon of water, a stuffed animal, or a bag of twenty caltrops. Food and drink conjured by the chest are delicious, and they spoil if not consumed after 24 hours. Gems and precious metals created by the chest disappear after 1 minute. The chest regains 1d20 expended charges daily at dawn. If the item’s last charge is expended, roll a d20. On a 1, the chest loses its magic (becoming an ordinary chest), and its gemstones turn to dust. ------------------------------------------------------------------------------------------------------------------------------------------ Staff of Power Staff, very rare (requires attunement by a sorcerer, warlock, or wizard) 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 rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges. Damage: 1d6 Damage Type: Bludgeoning Properties: Versatile 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 Damage 10 ft. away or closer 8 x the number of charges in the staff 11 to 20 ft. away 6 x the number of charges in the staff 21 to 30 ft. away 4 x the number of charges in the staff ------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Abracadabrus | Very Rare | DDHC-RotF Chapter 7: Doom of Ythryn | true | ||
Abracadabrus Wondrous item, very rare An abracadabrus is an ornate, gemstone-studded wooden chest that weighs 25 pounds while empty. Its interior compartment is a cube measuring 1½ feet on a side. The chest has 20 charges. A creature can use an action to touch the closed lid of the chest and expend 1 of the chest’s charges while naming one or more nonmagical objects (including raw materials, foodstuffs, and liquids) worth a total of 1 gp or less. The named objects magically appear in the chest, provided they can all fit inside it and the chest doesn’t contain anything else. For example, the chest can conjure a plate of strawberries, a bowl of hot soup, a flagon of water, a stuffed animal, or a bag of twenty caltrops. Food and drink conjured by the chest are delicious, and they spoil if not consumed after 24 hours. Gems and precious metals created by the chest disappear after 1 minute. The chest regains 1d20 expended charges daily at dawn. If the item’s last charge is expended, roll a d20. On a 1, the chest loses its magic (becoming an ordinary chest), and its gemstones turn to dust. | |||||
Staff of Power | Very Rare | DDHC-RotF Chapter 7: Doom of Ythryn | true | ||
Staff of Power Staff, very rare (requires attunement by a sorcerer, warlock, or wizard) 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 rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges. Damage: 1d6 Damage Type: Bludgeoning Properties: Versatile 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 Damage 10 ft. away or closer 8 x the number of charges in the staff 11 to 20 ft. away 6 x the number of charges in the staff 21 to 30 ft. away 4 x the number of charges in the staff |