You are not authorized to perform this action.

Show Log Entry

Adventure Title
DDAL05-08 Durlag's Tower Session 2
Session
Date Played
2023-01-06 18:00:00 UTC
Levels Gained
GP +/-
900
Downtime +/-
10.0
Location Played
DM Name
Markis
DM DCI Number
2213-720-591
Notes
Potion of Invulnerability Story Award: Favor of Seer If the characters choose to not sell the jade dagger, they may instead turn it over to SEER. If they do, they all earn her admiration, as this very dagger was lost during an expedition that, in her words; “went poorly”. The blade is a family heritage item and all that remains of her long-lost uncle, whom she refuses to name directly. SEER is willing to provide a character that has this story award with one spell scroll of second level or lower. If the character is a member of the Lords’ Alliance, they can instead choose a spell scroll of up to third level. If the character is a member of the Lords’ Alliance and is rank four or higher, they may instead choose a spell scroll of level 3 or lower and also receive a potion of heroism. Any spell chosen for this reward must be on the wizard spell list and cannot be a ritual. Once a reward is chosen, strike out this story award. Optional rule, unique (requires attunement by a warlock with a quasit familiar) The quasit K’nap, long trapped in Durlag’s Tower with the obese and foul nalfeshnee Schvalt, demonstrated a greater-than-average ability to perform autonomous actions. You have retained a bit of his fleeting essence, and may choose to bolster your own quasit familiar using a powerful ritual that requires the destruction of a powerful magic item. If you perform this ritual (see sidebar, below), your quasit familiar grants you access to the Variant: Quasit Familiar rule from the Monster Manual. Quasit Familiar Ritual If you defeated K’nap, you gain access to a special ritual. By spending five downtime days destroying the staff of thunder and lightning and mixing its arcane components with the essence of the quasit, you gain access to the Variant: Quasit Familiar rule as described on page 63 of the Monster Manual. Gaining the benefit of this variant rule uses one of your attunement slots. In addition, the destroyed staff permanently counts against the number of permanent magic items you possess, and can’t be traded—even if you later forfeit the benefit of this ritual. If you ever choose to “unattune” from the benefit of this ritual, the attunement slot is once more available, but the staff of thunder and lightning and the benefit of the ritual fueled by its destruction are forever lost, never to be reclaimed. Mitspieler: Misae, Flint, Aleric, Cana

Magic Items

Name Rarity Location Table Result Counts?
Staff of Thunder and Lightning Very Rare true
Very Rae (Requires Attunement) This staff can be wielded as a magic Quarterstaff that grants a +2 bonus to Attack and Damage Rolls made with it. It also has the following additional Properties. When one of these Properties is used, it can't be used again until the next dawn. Lightning: When you hit with a melee Attack using the staff, you can cause the target to take an extra 2d6 lightning damage. Thunder: When you hit with a melee Attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become Stunned until the end of your next turn. Lightning Strike. You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one. Thunderclap: You can use an action to cause the staff to issue a deafening Thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes Deafened for 1 minute. On a successful save, a creature takes half damage and isn't Deafened. Thunder and Lightning: You can use an action to use the Lightning Strike and Thunderclap Properties at the same time. Doing so doesn't expend the daily use of those Properties, only the use of this one.