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Adventure Title
DDHC-ToYP Tomb of Horror
DDHC-ToYP Tomb of Horror
Tier
3
3
Session
Date Played
2019-02-21 00:55:00 UTC
2019-02-21 00:55:00 UTC
ACP
2
2
TCP
-16
-16
GP +/-
Downtime
5.0
5.0
Renown
0.5
0.5
Location Played
roll20
roll20
DM Name
Dafront
Dafront
DM DCI Number
311 4843 432
311 4843 432
Notes
aquired potion of greater healing, potion of heroism unlocked Gem of Seeing (12 uses) Ring of Protection Ring of Resistance (Fire) +1 Flail Defender Sword of Vengeance Berserker Axe Spear of Backbiting Dex Tome carpet of flying 60ft Wondrous Items (x1)* to be determined by Orrin later staff of power Ring of Swimming Rod of alertness
aquired potion of greater healing, potion of heroism unlocked Gem of Seeing (12 uses) Ring of Protection Ring of Resistance (Fire) +1 Flail Defender Sword of Vengeance Berserker Axe Spear of Backbiting Dex Tome carpet of flying 60ft Wondrous Items (x1)* to be determined by Orrin later staff of power Ring of Swimming Rod of alertness
Magic Items
| Name | Rarity | Location | Table | Result | Counts? |
|---|---|---|---|---|---|
| Rod of Alertness | Very Rare | true | |||
| his rod has a flanged head and the following properties. Alertness. While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for initiative. Spells. While holding the rod, you can use an action to cast one of the following spells from it: detect evil and good, detect magic, detect poison and disease, or see invisibility. Protective Aura. As an action, you can plant the haft end of the rod in the ground, whereupon the rod's head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and saving throws and can sense the location of any invisible hostile creature that is also in the bright light. The rod's head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can't be used again until the next dawn. | |||||
| Carpet of Flying 60ft | Very Rare | true | |||
| You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it. A 4 ft. Ă— 6 ft. carpet can carry up to 400 lb. at a fly speed of 60 feet. A carpet can carry up to twice this weight, but it flies at half speed if it carries more than its normal capacity. | |||||
| Manual of quickness of action | Very Rare | ass eracks horde | H | true | |
| This book contains coordination and balance 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 Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. | |||||