Show Log Entry

Adventure Title
DDHC-JRC-10 Between tangled Roots
Session
Date Played
2024-08-02 23:31:00 UTC
Levels Gained
GP +/-
775
Downtime +/-
10.0
Location Played
DM Name
Charlie
DM DCI Number
1029384756
Notes
**Spieler** (10) WasabiPrime - Fafnar Forgehammer - Mountain Dwarf - Wizard (War) - none (8) DuskL/Basti - Hilda Friberg - Variant Human - Rune Knight Fighter 8 - no faction (8) Brennjie - Stella, the Lucky - Variant Human - Rogue Mastermind 6 - Wizard Divination 2 - None (10) Raimundo_O - Vorona - Winged Tiefling - Shadow Sorcerer 7, Hexblade Warlock 3 - none (10) I_never_exist - Sam - Amethyst Dragonborn - Drakewarden Ranger 10 - none (10) happy - Kirogar - Duergar - Paladin (Oath of the Watcher) 10 - Order of the Gauntlet - Darksvision 120 ft. nicht eingestellt

Magic Items

Name Rarity Location Table Result Counts?
Necklace of Prayer Beads Rare true
Wondrous item, rare (requires attunement by a cleric, druid, or paladin) This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn. 2x Wind Walk 1x Branding Smite 1x 1 Cure wounds level 2 or Lesser restoration.
Necklace of Adaptation Uncommon true
Wondrous item, uncommon (requires attunement) While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).
Arrow of Dragon Slaying Very Rare true
Weapon (arrow), very rare An arrow of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both arrows of dragon slaying and arrows of blue dragon slaying. If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one. Once an arrow of slaying deals its extra damage to a creature, it becomes a nonmagical arrow. Other types of magic ammunition of this kind exist, such as bolts of slaying meant for a crossbow, though arrows are most common.
Staff of the Python Uncommon true
Staff, uncommon (requires attunement by a cleric, druid, or warlock) You can use an action to speak this staff’s command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake. On your turn, you can mentally command the snake if it is within 60 feet of you and you aren’t incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location. If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them.