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Adventure Title
DDHC Planescape Adventures in the Multiverse -Chapter4
DDHC Planescape Adventures in the Multiverse -Chapter4
Session
Date Played
2024-06-16 11:00:00 UTC
2024-06-16 11:00:00 UTC
Levels Gained
GP +/-
Downtime +/-
10.0
10.0
Location Played
Discord
Discord
DM Name
JinxedBear
JinxedBear
DM DCI Number
-
-
Notes
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Mimir | Rare | true | |||
Wondrous Item, Rare (Requires Attunement) This skull-shaped device is filled with knowledge. The device weighs 5 pounds and is covered with subtle etchings of planar sigils. As a bonus action, you can toss the device into the air, whereupon it floats at a distance of 1d3 feet from you and you can access its properties. While the mimir is floating, a creature other than you can use an action to grasp or net the device, either by making a successful unarmed strike against AC 22 or a successful DC 22 Dexterity (Acrobatics) check. You can use a bonus action to seize and stow the device. The device has AC 22, 25 hit points, immunity to poison and psychic damage, and resistance to all other damage. It is considered to be an object that is being worn while it is floating near you. Esoteric Knowledge. While the device is floating, you can use an action to cast legend lore from the device. The device speaks the revealed lore aloud. Once this property has been used, it can’t be used again until the next dawn. Planar Knowledge. The device knows basic, useful information about the planes of existence. While the device is floating, it verbally answers questions you or anyone you designate poses to it about that topic. It knows the information about the planes in the Dungeon Master’s Guide, as well as basic information about the gate-towns of the Outlands. | |||||
Candle of Invocation | Very Rare | true | |||
Wondrous item, very rare (requires attunement) This slender taper is dedicated to a deity and shares that deity’s alignment. The candle’s alignment can be detected with the detect evil and good spell. The DM chooses the god and associated alignment or determines the alignment randomly. d20 Alignment d20 Alignment 1-2 Chaotic evil **10-11 Neutral** 3-4 Chaotic neutral 12-13 Neutral good 5-7 Chaotic good 14-15 Lawful evil 8-9 Neutral evil 16-17 Lawful neutral 18-20 Lawful good The candle’s magic is activated when the candle is lit, which requires an action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle’s total burn time. While lit, the candle sheds dim light in a 30-foot radius. Any creature within that light whose alignment matches that of the candle makes attack rolls, saving throws, and ability checks with advantage. In addition, a cleric or druid in the light whose alignment matches the candle’s can cast 1st-level spells he or she has prepared without expending spell slots, though the spell’s effect is as if cast with a 1st-level slot. Alternatively, when you light the candle for the first time, you can cast the gate spell with it. Doing so destroys the candle. |