Show Log Entry
Adventure Title
DDHC-SKT Storm King’s Thunder
DDHC-SKT Storm King’s Thunder
Session
Date Played
2025-01-29 19:26:00 UTC
2025-01-29 19:26:00 UTC
Levels Gained
2
2
GP +/-
Downtime +/-
Location Played
DM Name
DM DCI Number
Notes
**Spieler:** Zoe (Maluku), Tonar (Flammenklinge), Azdaja (Bramymond), Theris (Echo) ... **Charakterveränderungen:** level 10 (inkl. catching up)
**Spieler:** Zoe (Maluku), Tonar (Flammenklinge), Azdaja (Bramymond), Theris (Echo) ... **Charakterveränderungen:** level 10 (inkl. catching up)
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
+1 Breastplate | Rare | true | |||
Staff of Thunder and Lightning | Very Rare | true | |||
Staff, very rare (requires attunement) 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. | |||||
+1 Rod of the Pact Keeper | Uncommon | true | |||
Sentinel Shield | Uncommon | true | |||
While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with the symbol of an eye. | |||||
Dagger (Guardian) | Uncommon | true | |||
Potion of Giant Size | Common | true | |||
When you drink this potion, you become Huge for 24 hours if you are Medium or smaller, otherwise the potion does nothing. For that duration, your Strength becomes 25, if it isn't already higher, and your hit point maximum is doubled (your current hit points are doubled when you drink the potion). In addition, the reach of your melee attacks increases by 5 feet. Everything you are carrying and wearing also increases in size for the duration. When rolling damage for weapons enlarged in this manner, roll three times the normal number of dice; for example, an enlarged longsword would deal 3d8 slashing damage (instead of 1d8), or 3d10 slashing damage (instead of 1d10) when used with two hands. When the effect ends, any hit points you have above your hit point maximum become temporary hit points. This potion is a pale white liquid made from the tongue of a giant clam, with a pungent aroma akin to that of rotting algae. It tastes sweet, however, when consumed. | |||||
Cloak of Arachnida | Very Rare | true | |||
Wondrous item, very rare (requires attunement) This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits: You have resistance to poison damage. You have a climbing speed equal to your walking speed. You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You can't be caught in webs of any sort and can move through webs as if they were difficult terrain. You can use an action to cast the Web spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can't be used again until the next dawn. | |||||
Headband of Intellect | Rare | true | |||
Your Intelligence is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or higher without it. | |||||
Wand of Fireballs | Rare | true | |||
Wand, Rare (Requires Attunement by a Spellcaster) This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Fireball (save DC 15) from it. For 1 charge, you cast the level 3 version of the spell. You can increase the spell’s level by 1 for each additional charge you expend. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed. | |||||
Slippers of Spider Climbing | Uncommon | true | |||
Wondrous Item, Uncommon (Requires Attunement) While you wear these light shoes, you can move up, down, and across vertical surfaces and along ceilings, while leaving your hands free. You have a Climb Speed equal to your Speed. However, the slippers don’t allow you to move this way on a slippery surface, such as one covered by ice or oil. |