Show Log Entry
Adventure Title
Descent into the Lost Caverns of Tsojcanth
Descent into the Lost Caverns of Tsojcanth
Session
1
1
Date Played
2024-04-10 19:00:00 UTC
2024-04-10 19:00:00 UTC
Levels Gained
1
1
GP +/-
800
800
Downtime +/-
10.0
10.0
Location Played
Roll20
Roll20
DM Name
JinxedBear
JinxedBear
DM DCI Number
0000
0000
Notes
# Teilnehmer: (8) Stephan - Tonk - Half-Orc - Fighter (Battle Master) 8 – none (9) Shinigami/Max - AroninHagan - Shadarkai - Bladesinger Wizard 9 – none0 (9) C0ldW0lf - Trixleth - Custom Lineage (Half-Illithid) - Sorcerer 8/Cleric 1 (8) Bramymond - Prof. Alastor Jones - V.human - Wizard: School of Conjuration 8 - Harpers (7) Jarlsson – Eiríkur Magnússon – Hill Dwarf – Oath of Glory Paladin 7 – none # Loot: **4.000gp** **20x Silvered Arrows** **1x Silvered Rapier** **1x Potion of Greater Healing (4d4+4)** **1x Potion of Polychromy** *Potion, Uncommon* When you drink this potion, you and everything you are wearing or carrying take on a rainbow-hued appearance for 1 hour. During that time, you can use a bonus action to turn any color or combination of colors you choose. If you mimic the colors of your surroundings, your hues continually shift to match your surroundings, and you have advantage on Dexterity (Stealth) checks until you change your colors again or the potion wears off. The potion is separated into seven brightly colored bands of immiscible liquids and has a syrupy taste. **Demon Skin** *Armor (Any Heavy Armor), Rare (Requires Attunement)* This magic armor appears as a pot of bubbling black ichor. When you attune to it, the ichor adheres to and contours to your skin, and the pot disappears. The armor can be worn under normal clothes, and it doesn’t impede bodily functions. Once you put it on, it can’t be removed unless you choose to do so or you die, at which point the pot reappears and the ichor flows back into it. While wearing the armor, you have resistance to poison damage. The armor also doesn’t impose disadvantage on Dexterity (Stealth) checks. **Iggwilv's Horn** *Wondrous Item, Rare (Requires Attunement)* You can use an action to blow this horn to cast one of the following spells from it: Arms of Hadar, Fog Cloud, Gust of Wind, or Web. If the spell requires a saving throw, the spell save DC is 13. Once the horn has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. **Tasha's Creeping Keelboat** *Wondrous Item, Very Rare (Requires Attunement)* This magic vehicle is a boat 10 feet wide and 30 feet long. It has four legs that propel it across land and water. It has a walking and swimming speed of 20 feet, but it can’t travel underwater. The boat moves according to your spoken directions while you are riding it, and creatures of your choice gain a +1 bonus to their Armor Class while on the boat. The boat can transport up to 1,000 pounds without hindrance. It can carry up to twice this weight, but it moves at half speed if it carries more than its normal capacity. **Bracers of Defense** *Wondrous item, rare (requires attunement)* While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield. **Longtooth - Giant Slayer Shortsword** *Weapon (shortsword), rare* You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, “giant” refers to any creature with the giant type, including ettins and trolls. The sword’s name (“Longtooth”) is engraved into the blade in Gnomish. **Folding Boat** *Wondrous item, rare* This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it. One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably. The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably. When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat. The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can’t fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so. **Eyes of Minute Seeing** *Wondrous item, uncommon* These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range. **Periapt of Proof against Poison** *Wondrous item, rare* This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage. # Consumables expended: **2x Potion of Greater Healing** (4d4+4) **1x Potion of Superior Healing** (8d4+8) # Charakter Changes: **Level up - Wizard level 9** **Spells known:** Teleportation Circle, Wall of Force
# Teilnehmer: (8) Stephan - Tonk - Half-Orc - Fighter (Battle Master) 8 – none (9) Shinigami/Max - AroninHagan - Shadarkai - Bladesinger Wizard 9 – none0 (9) C0ldW0lf - Trixleth - Custom Lineage (Half-Illithid) - Sorcerer 8/Cleric 1 (8) Bramymond - Prof. Alastor Jones - V.human - Wizard: School of Conjuration 8 - Harpers (7) Jarlsson – Eiríkur Magnússon – Hill Dwarf – Oath of Glory Paladin 7 – none # Loot: **4.000gp** **20x Silvered Arrows** **1x Silvered Rapier** **1x Potion of Greater Healing (4d4+4)** **1x Potion of Polychromy** *Potion, Uncommon* When you drink this potion, you and everything you are wearing or carrying take on a rainbow-hued appearance for 1 hour. During that time, you can use a bonus action to turn any color or combination of colors you choose. If you mimic the colors of your surroundings, your hues continually shift to match your surroundings, and you have advantage on Dexterity (Stealth) checks until you change your colors again or the potion wears off. The potion is separated into seven brightly colored bands of immiscible liquids and has a syrupy taste. **Demon Skin** *Armor (Any Heavy Armor), Rare (Requires Attunement)* This magic armor appears as a pot of bubbling black ichor. When you attune to it, the ichor adheres to and contours to your skin, and the pot disappears. The armor can be worn under normal clothes, and it doesn’t impede bodily functions. Once you put it on, it can’t be removed unless you choose to do so or you die, at which point the pot reappears and the ichor flows back into it. While wearing the armor, you have resistance to poison damage. The armor also doesn’t impose disadvantage on Dexterity (Stealth) checks. **Iggwilv's Horn** *Wondrous Item, Rare (Requires Attunement)* You can use an action to blow this horn to cast one of the following spells from it: Arms of Hadar, Fog Cloud, Gust of Wind, or Web. If the spell requires a saving throw, the spell save DC is 13. Once the horn has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. **Tasha's Creeping Keelboat** *Wondrous Item, Very Rare (Requires Attunement)* This magic vehicle is a boat 10 feet wide and 30 feet long. It has four legs that propel it across land and water. It has a walking and swimming speed of 20 feet, but it can’t travel underwater. The boat moves according to your spoken directions while you are riding it, and creatures of your choice gain a +1 bonus to their Armor Class while on the boat. The boat can transport up to 1,000 pounds without hindrance. It can carry up to twice this weight, but it moves at half speed if it carries more than its normal capacity. **Bracers of Defense** *Wondrous item, rare (requires attunement)* While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield. **Longtooth - Giant Slayer Shortsword** *Weapon (shortsword), rare* You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, “giant” refers to any creature with the giant type, including ettins and trolls. The sword’s name (“Longtooth”) is engraved into the blade in Gnomish. **Folding Boat** *Wondrous item, rare* This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it. One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably. The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably. When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat. The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can’t fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so. **Eyes of Minute Seeing** *Wondrous item, uncommon* These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range. **Periapt of Proof against Poison** *Wondrous item, rare* This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage. # Consumables expended: **2x Potion of Greater Healing** (4d4+4) **1x Potion of Superior Healing** (8d4+8) # Charakter Changes: **Level up - Wizard level 9** **Spells known:** Teleportation Circle, Wall of Force
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Demon Skin | Rare | Descent into the Lost Caverns of Tsojcanth | false | ||
Armor (Any Heavy Armor), Rare (Requires Attunement) This magic armor appears as a pot of bubbling black ichor. When you attune to it, the ichor adheres to and contours to your skin, and the pot disappears. The armor can be worn under normal clothes, and it doesn’t impede bodily functions. Once you put it on, it can’t be removed unless you choose to do so or you die, at which point the pot reappears and the ichor flows back into it. While wearing the armor, you have resistance to poison damage. The armor also doesn’t impose disadvantage on Dexterity (Stealth) checks. | |||||
Iggwilv's Horn | Rare | Descent into the Lost Caverns of Tsojcanth | false | ||
Wondrous Item, Rare (Requires Attunement) You can use an action to blow this horn to cast one of the following spells from it: Arms of Hadar, Fog Cloud, Gust of Wind, or Web. If the spell requires a saving throw, the spell save DC is 13. Once the horn has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. | |||||
Tasha's Creeping Keelboat | Very Rare | Descent into the Lost Caverns of Tsojcanth | false | ||
Wondrous Item, Very Rare (Requires Attunement) This magic vehicle is a boat 10 feet wide and 30 feet long. It has four legs that propel it across land and water. It has a walking and swimming speed of 20 feet, but it can’t travel underwater. The boat moves according to your spoken directions while you are riding it, and creatures of your choice gain a +1 bonus to their Armor Class while on the boat. The boat can transport up to 1,000 pounds without hindrance. It can carry up to twice this weight, but it moves at half speed if it carries more than its normal capacity. | |||||
Bracers of Defense | Rare | Descent into the Lost Caverns of Tsojcanth | true | ||
Wondrous item, rare (requires attunement) While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield. | |||||
Longtooth - Giant Slayer Shortsword | Rare | Descent into the Lost Caverns of Tsojcanth | false | ||
Weapon (shortsword), rare You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, “giant” refers to any creature with the giant type, including ettins and trolls. The sword’s name (“Longtooth”) is engraved into the blade in Gnomish. | |||||
Eyes of Minute Seeing | Uncommon | Descent into the Lost Caverns of Tsojcanth | false | ||
Wondrous item, uncommon These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range. | |||||
Folding Boat | Rare | Descent into the Lost Caverns of Tsojcanth | false | ||
Wondrous item, rare This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it. One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably. The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably. When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat. The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can’t fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so. | |||||
Periapt of Proof against Poison | Rare | Descent into the Lost Caverns of Tsojcanth | false | ||
Wondrous item, rare This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage. |