Show Log Entry
Adventure Title
DDHC-PotA Princes of the Apocalypse Ch. 5
DDHC-PotA Princes of the Apocalypse Ch. 5
Session
1
1
Date Played
2020-02-06 14:08:00 UTC
2020-02-06 14:08:00 UTC
Levels Gained
1
1
GP +/-
90
90
Downtime +/-
Location Played
roll20
roll20
DM Name
Discord: Zoltaire #8837
Discord: Zoltaire #8837
DM DCI Number
DWB server @Satagommo
DWB server @Satagommo
Notes
Defeated water weird, several fire breathing Minotaurs, then Gar Shatterkeel (the BBEG) and his Crocodile and cultists. STORY ITEM Drown Weapon (trident), legendary (requires attunement) A steel trident decorated with bronze barnacles along the upper part of its haft, Drown has a sea-green jewel just below the tines and a silver shell at the end of its haft. It floats on the surface if dropped onto water, and it floats in place if it is released underwater. The trident is always cool to the touch, and it is immune to any damage due to exposure to water. Drown contains a spark of Olhydra, the Princess of Evil Water. You gain a +1 bonus to attack and damage rolls you make with this magic weapon. When you hit with it, the targets takes an extra 1d8 cold damage. Water Mastery. You gain the following benefits while you hold Drown: You can speak Aquan fluently. You have resistance to cold damage. You can cast dominate monster (save DC 17) on a water elemental. Once you have done so, Drown can’t be used this way again until the next dawn. Tears of Endless Anguish. While inside a water node, you can perform a ritual called the Tears of Endless Anguish, using Drown to create a devastation orb of water (see the devastation orb of water description for the time and cost of the ritual). Once you perform the ritual, Drown can’t be used to perform the ritual again until the next dawn. MAGIC ITEMS Dwarven Thrower Weapon (warhammer), very rare (requires attunement by a dwarf) You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand. Balloon Pack Wondrous item, uncommon This backpack contains the spirit of an air elemental and a compact leather balloon. While you’re wearing the backpack, you can deploy the balloon as an action and gain the effect of the levitate spell for 10 minutes, targeting yourself and requiring no concentration. Alternatively, you can use a reaction to deploy the balloon when you’re falling and gain the effect of the feather fall spell for yourself. When either spell ends, the balloon slowly deflates as the elemental spirit escapes and returns to the Elemental Plane of Air. As the balloon deflates, you descend gently toward the ground for up to 60 feet. If you are still in the air at the end of this distance, you fall if you have no other means of staying aloft. After the spirit departs, the backpack’s property is unusable unless the backpack is recharged for 1 hour in an elemental air node, which binds another spirit to the backpack.
Defeated water weird, several fire breathing Minotaurs, then Gar Shatterkeel (the BBEG) and his Crocodile and cultists. STORY ITEM Drown Weapon (trident), legendary (requires attunement) A steel trident decorated with bronze barnacles along the upper part of its haft, Drown has a sea-green jewel just below the tines and a silver shell at the end of its haft. It floats on the surface if dropped onto water, and it floats in place if it is released underwater. The trident is always cool to the touch, and it is immune to any damage due to exposure to water. Drown contains a spark of Olhydra, the Princess of Evil Water. You gain a +1 bonus to attack and damage rolls you make with this magic weapon. When you hit with it, the targets takes an extra 1d8 cold damage. Water Mastery. You gain the following benefits while you hold Drown: You can speak Aquan fluently. You have resistance to cold damage. You can cast dominate monster (save DC 17) on a water elemental. Once you have done so, Drown can’t be used this way again until the next dawn. Tears of Endless Anguish. While inside a water node, you can perform a ritual called the Tears of Endless Anguish, using Drown to create a devastation orb of water (see the devastation orb of water description for the time and cost of the ritual). Once you perform the ritual, Drown can’t be used to perform the ritual again until the next dawn. MAGIC ITEMS Dwarven Thrower Weapon (warhammer), very rare (requires attunement by a dwarf) You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand. Balloon Pack Wondrous item, uncommon This backpack contains the spirit of an air elemental and a compact leather balloon. While you’re wearing the backpack, you can deploy the balloon as an action and gain the effect of the levitate spell for 10 minutes, targeting yourself and requiring no concentration. Alternatively, you can use a reaction to deploy the balloon when you’re falling and gain the effect of the feather fall spell for yourself. When either spell ends, the balloon slowly deflates as the elemental spirit escapes and returns to the Elemental Plane of Air. As the balloon deflates, you descend gently toward the ground for up to 60 feet. If you are still in the air at the end of this distance, you fall if you have no other means of staying aloft. After the spirit departs, the backpack’s property is unusable unless the backpack is recharged for 1 hour in an elemental air node, which binds another spirit to the backpack.
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Dwarven Thrower | Very Rare | true | |||
Weapon (warhammer), very rare (requires attunement by a dwarf) You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand. |