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Adventure Title
tomb of horrors
tomb of horrors
Session
Date Played
2020-04-14 21:39:00 UTC
2020-04-14 21:39:00 UTC
Levels Gained
GP +/-
1200
1200
Downtime +/-
Location Played
roll20
roll20
DM Name
SPIDERcarnage85 #7300
SPIDERcarnage85 #7300
DM DCI Number
Notes
now have 8 potions of healing aqcuired potion of supreme healing, potion of speed, potion of flying and helm of brilliance with 5 daimonds, 11 rubies, 10 fire opals, and 32 opals, spear of backbiting Painting with smokey and flaming edges that bleed into 4 different images in every corner. One of a red eladrin punching the extended middle finger off of a crowned undead being. One with a Puck sleeping drunkenly on a silver throne of skulls with two crowns on his head, one of a blue genie wrapped in blue smoke with a tux on, and the last of Shodwig and friends walking out of frame with loot in hand and him riding on a golden couch. In the ceenter of all of these is an eerie skull with dark purple gems in its eye sockets, cackling in glee
now have 8 potions of healing aqcuired potion of supreme healing, potion of speed, potion of flying and helm of brilliance with 5 daimonds, 11 rubies, 10 fire opals, and 32 opals, spear of backbiting Painting with smokey and flaming edges that bleed into 4 different images in every corner. One of a red eladrin punching the extended middle finger off of a crowned undead being. One with a Puck sleeping drunkenly on a silver throne of skulls with two crowns on his head, one of a blue genie wrapped in blue smoke with a tux on, and the last of Shodwig and friends walking out of frame with loot in hand and him riding on a golden couch. In the ceenter of all of these is an eerie skull with dark purple gems in its eye sockets, cackling in glee
Magic Items
| Name | Rarity | Location | Table | Result | Counts? |
|---|---|---|---|---|---|
| Helm of Brilliance | Very Rare | true | |||
| This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic. You gain the following benefits while wearing it: You can use an action to cast one of the following spells (save DC 18), using one of the helm's gems of the specified type as a component: daylight (opal), fireball (fire opal), prismatic spray (diamond), or wall of fire (ruby). The gem is destroyed when the spell is cast and disappears from the helm. As long as it has at least one diamond, the helm emits dim light in a 30-foot radius when at least one undead is within that area. Any undead that starts its turn in that area takes 1d6 radiant damage. As long as the helm has at least one ruby, you have resistance to fire damage. As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon. Roll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed. Found On: Magic Item Table H Source: DMG, page 173. Available in the SRD. | |||||
| staff of thunder and lightning | Very Rare | true | |||
| 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. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. | |||||