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Adventure Title
DDHC-PAM Planesape - Turn of the Fortune's Wheel Ch 14 - Behind the Wheel
Session
18
Date Played
2024-07-08 21:00:00 UTC
Levels Gained
7
GP +/-
-3100
Downtime +/-
10.0
Location Played
Vancouver D&D Collective AL Discord Server
DM Name
Tim
DM DCI Number
71339623
Notes
DM: Tim DCI#: 71339623 Date & Time: Friday, July 5, 2024 9:00 PM to 12:30 AM Location: Roll20 VD&DC AL DM Session 275 Module/Adventure title/tier: Planesape - Turn of the Fortune's Wheel Ch 14 - Behind the Wheel Module/Adventure code: DDHC-PAM Players: @Chaprece (she/her) , @Dave , @Jon , @Ray of Enfeeblement , @Suzanne (she/her) Jindaar spent 3100g gambling. Rewards: Level up character to 17. 10 downtime days Unity of Self: When the characters liberate their true self, they may choose to level their current incarnation to 17th-level, level one of their other incarnations to 17th-level even if that incarnation has died during the adventure or build an entirely new 17th-level character. Heroic Equipment. In addition to the equipment the character has when their true self is freed, they choose magic items from the Dungeon Master’s Guide as directed*. The character may not choose a cubic gate, any item that is uniquely named (such as Blackrazor), any sentient magic item, or any item that grants wishes or could grant a wish through a random roll (such as the deck of many things). No item chosen can create or generate additional treasure or magic items. *Choose one of the following options: Option A: One magic item of legendary rarity Option B: Two very rare magic items Option C: Four magic items of rare or lesser rarity Summary: The party learns not to cross Shemashka's path the hard way. Let me know if you have any question about Unity of Self and confirm item(s) you pick.

Magic Items

Name Rarity Location Table Result Counts?
Hammer of Thunderbolts Legendary DDHC-PAM Planesape - Turn of the Fortune's Wheel Ch 14 - Behind the Wheel true
You gain a +1 bonus to attack and damage rolls made with this magic weapon. Giant's Bane (Requires Attunement). You must be wearing a belt of giant strength (any variety) and gauntlets of ogre power to attune to this weapon. The attunement ends if you take off either of those items. While you are attuned to this weapon and holding it, your Strength score increases by 4 and can exceed 20, but not 30. When you roll a 20 on an attack roll made with this weapon against a giant, the giant must succeed on a DC 17 Constitution saving throw or die. The hammer also has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the hammer unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or be stunned until the end of your next turn. The hammer regains 1d4 + 1 expended charges daily at dawn.