Show Log Entry
Adventure Title
Tomb of Horrors
Tomb of Horrors
Session
Date Played
2021-10-03 01:05:00 UTC
2021-10-03 01:05:00 UTC
Levels Gained
GP +/-
64966
64966
Downtime +/-
2.0
2.0
Location Played
roll20
roll20
DM Name
Miia Vermillion#1434
Miia Vermillion#1434
DM DCI Number
Notes
allignment changed to Chaotic Nuetral **ALL 7TH LEVEL SPELL STUFF DONE IN NEXT SESSION. MISLOGGED** Aqcuired Arcane Grimoire +1 from lvl5 learned whirlwind and dream of the blue veil bought 1000 gp worth of silver and 1500 gp rod for create magen, wrote: Asserak's Asinine Arena Consumables found: 6 potions of healing, 1 potion of diminution, 3 growth, 3 heroism, 3 oils of sharpness, 3 potions of speed, 2 SC of Protection from Good and Evil, SC of Knock, SC of Rope Trick Magic Items found: • defender shortsword • longsword of vengeance • berserker greataxe • spear of backbiting (Javelin) • ring of resistance (fire) •+1 flail || Tome of Clear Thought • Ring of x-ray vision • Staff of Swarming • Rod of Absorption (9 charges in) • Ioun Stone of Leadership Copied: 7th:Finger of Death, teleport, prismatic spray, Create Magen 6th:Globe of Invulnerability, Otto's Irrestitable Dance, Move Earth, Create undead 5th:Cone of Cone, Telekenisis, Planar Binding, Dominate Person, Seeming 4th:banishment, Stoneskin, divination, Black Tentacles, Arcane Eye, summon construct, summon elemental 3rd: fireball, fear, haste, Glyph of Warding, Dispel Magic, Clairvoiance, Intellect Fortress, summon shadowsawn, tiny servant 2nd:suggestion, phantasmal force, mirror image, misty step, knock, invisibility, enlarge/ reduce, alter self, arcane lock, cloud of daggers, darkness, hold person, Melf's Acid Arrow, Continual Flame, locate object, Nystul's Magic Aura, Pyrotechnics, 1st: floating Disk, shield, mage armor, protection from evil and good, ray of sickness, sleep, Tasha's hideous laughter, unseen servant, witch bolt, magic missile, protection from energy, Gentle repose, Thunderwave, Alarm
allignment changed to Chaotic Nuetral **ALL 7TH LEVEL SPELL STUFF DONE IN NEXT SESSION. MISLOGGED** Aqcuired Arcane Grimoire +1 from lvl5 learned whirlwind and dream of the blue veil bought 1000 gp worth of silver and 1500 gp rod for create magen, wrote: Asserak's Asinine Arena Consumables found: 6 potions of healing, 1 potion of diminution, 3 growth, 3 heroism, 3 oils of sharpness, 3 potions of speed, 2 SC of Protection from Good and Evil, SC of Knock, SC of Rope Trick Magic Items found: • defender shortsword • longsword of vengeance • berserker greataxe • spear of backbiting (Javelin) • ring of resistance (fire) •+1 flail || Tome of Clear Thought • Ring of x-ray vision • Staff of Swarming • Rod of Absorption (9 charges in) • Ioun Stone of Leadership Copied: 7th:Finger of Death, teleport, prismatic spray, Create Magen 6th:Globe of Invulnerability, Otto's Irrestitable Dance, Move Earth, Create undead 5th:Cone of Cone, Telekenisis, Planar Binding, Dominate Person, Seeming 4th:banishment, Stoneskin, divination, Black Tentacles, Arcane Eye, summon construct, summon elemental 3rd: fireball, fear, haste, Glyph of Warding, Dispel Magic, Clairvoiance, Intellect Fortress, summon shadowsawn, tiny servant 2nd:suggestion, phantasmal force, mirror image, misty step, knock, invisibility, enlarge/ reduce, alter self, arcane lock, cloud of daggers, darkness, hold person, Melf's Acid Arrow, Continual Flame, locate object, Nystul's Magic Aura, Pyrotechnics, 1st: floating Disk, shield, mage armor, protection from evil and good, ray of sickness, sleep, Tasha's hideous laughter, unseen servant, witch bolt, magic missile, protection from energy, Gentle repose, Thunderwave, Alarm
Magic Items
| Name | Rarity | Location | Table | Result | Counts? |
|---|---|---|---|---|---|
| Defender Shortsword | Legendary | true | |||
| Weapon, legendary (requires attunement) Major tier Martial weapon, melee weapon 2 lb. 1d6 piercing - finesse, light You gain a +3 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it. | |||||
| Longsword of Vengeance | Uncommon | true | |||
| Weapon, uncommon (requires attunement) Major tier Martial weapon, melee weapon 3 lb. 1d8 slashing - versatile (1d10) You gain a +1 bonus to attack and damage rolls made with this magic weapon. Curse. This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one. In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it. You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties. | |||||
| Javelin of Backbiting | Very Rare | true | |||
| Weapon (javelin), very rare (requires attunement) Simple weapon, melee weapon 2 lb. 1d6 piercing - thrown (60/150 ft.) You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, its normal and long ranges both increase by 30 feet, and it deals one extra die of damage on a hit. After you throw it and it hits or misses, it flies back to your hand immediately. Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one. Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the javelin. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. | |||||
| Berserker Greataxe | Rare | true | |||
| Weapon, rare (requires attunement) Major tier Martial weapon, melee weapon 7 lb. 1d12 slashing - heavy, two-handed You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained. Curse. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear. Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear. | |||||
| Ring of Fire Resistance | Rare | true | |||
| Ring, rare (requires attunement) Major tier You have resistance to fire damage while wearing this ring. The ring is set with garnet. | |||||
| Flail +1 | Uncommon | true | |||
| Tome of Clear Thought | Very Rare | true | |||
| Wondrous item, very rare Major tier 5 lb. This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. | |||||
| Ring of x-Ray vision | Rare | true | |||
| Ring, rare (requires attunement) Major tier While wearing this ring, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead. Whenever you use the ring again before taking a long rest, you must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion. | |||||
| Staff of Swarming Insects | Rare | true | |||
| Staff, weapon, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard) Major tier Simple weapon, melee weapon 4 lb. 1d6 bludgeoning - versatile (1d8) This staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses. Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC: giant insect (4 charges) or insect plague (5 charges). Insect Cloud. While holding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect. 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. | |||||
| Rod of Absorption | Very Rare | true | |||
| Rod, very rare (requires attunement) Major tier 2 lb. While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy—not the spell itself—is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell. When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored. If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot. A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical. | |||||
| Ioun Stone of Leadership | Very Rare | true | |||
| Wondrous item, very rare (requires attunement) Major tier An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Your Charisma score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head. | |||||
| +1 Arcane Grimoire | Uncommon | true | |||
| Wondrous item, uncommon (requires attunement by a wizard) 3 lb. While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your wizard spells. You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1. | |||||