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Adventure Title
DDAL00-06 Lost Laboratory of Kwalish
DDAL00-06 Lost Laboratory of Kwalish
Session
2
2
Date Played
2020-05-19 00:47:00 UTC
2020-05-19 00:47:00 UTC
Levels Gained
GP +/-
30
30
Downtime +/-
Location Played
roll20
roll20
DM Name
Bird #7653
Bird #7653
DM DCI Number
Notes
acquired potion of healing, manual of flesh golems, and Heward's Hireling Armor
acquired potion of healing, manual of flesh golems, and Heward's Hireling Armor
Magic Items
| Name | Rarity | Location | Table | Result | Counts? |
|---|---|---|---|---|---|
| Leather Golem Armor | Rare | true | |||
| Strange rituals have repurposed the body of a flesh golem into this partially sentient suit of leather armor. While wearing this armor, you gain a +1 bonus to AC and to saving throws against spells and other magical effects. In addition, you gain the following properties: Immutable Form. You are immune to any spell or effect that would alter your form. Lightning Absorption. You gain resistance to lightning damage. Whenever you take lightning damage, you gain 5 temporary hit points. Curse. This armor is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the armor. In addition, while you wear the cursed armor, you gain the following properties: Aversion of Fire. If you take fire damage, you have disadvantage on attack rolls and ability checks until the end of your next turn. Berserk. Whenever a critical hit is made against you, roll a d6. On a 6, the armor causes you to go berserk. On each of your turns while berserk, you attack the nearest creature you can see. If no creature is near enough to move to and attack, you attack an object, with preference for an object smaller than yourself. Once the armor causes you to go berserk, it cannot be removed. You continue to attack until you are incapacitated or until another creature is able to calm you with appropriate magic (such as a calm emotions spell) or a successful DC 15 Charisma (Persuasion) check. | |||||
| Manual of Golems(flesh) | Very Rare | true | |||
| This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage. To create a flesh golem, you must spend 60 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 50,000 gp to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands. | |||||