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Adventure Title
DDHC-TOA-1 Tomb of Annihilation
DDHC-TOA-1 Tomb of Annihilation
Tier
3
3
Session
12
12
Date Played
2019-03-17 13:30:00 UTC
2019-03-17 13:30:00 UTC
ACP
4
4
TCP
8
8
GP +/-
-11.11
-11.11
Downtime
10.0
10.0
Renown
1.0
1.0
Location Played
DM Name
Vincent Baumann
Vincent Baumann
DM DCI Number
5318792030
5318792030
Notes
Scroll of Augury verbgaucht -11,11 gp Slow Progression
Scroll of Augury verbgaucht -11,11 gp Slow Progression
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Manual of Golems (Clay) | Very Rare | H | true | ||
Wondrous item, very rare This tome contains information and incantations necessary to make a particular type of golem. The GM 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. d20 Golem Time Cost 1-5 Clay 30 days 65,000 gp 6-17 Flesh 60 days 50,000 gp 18 Iron 120 days 100,000 gp 19-20 Stone 90 days 80,000 gp To create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost 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. | |||||
Ghost Lantern | Rare | C | true | ||
Wondrous item, rare (requires attunement) A restless spirit is trapped inside this lantern. While holding the lantern, you can command the spirit as a bonus action to shed bright light in a 30-foot radius and dim light for an additional 30 feet. While holding the lantern, you can use an action to order the spirit to leave the lantern and duplicate the effect of the mage hand spell. The spirit returns to the lantern when the spell ends. If you fall unconscious within 10 feet of the lantern, the spirit emerges from it, magically stabilizes you with a touch, and then quickly returns to the lantern. The spirit is bound to the lantern and can’t be harmed, turned, or raised from the dead. Casting a dispel evil and good spell on the lantern releases the spirit to the afterlife and renders the lantern nonmagical. | |||||
Scorpion Armor | Rare | I | true | ||
Armor (plate), rare (requires attunement) This suit of plate armor is fashioned from giant scorpion chitin. While wearing this armor, you gain the following benefits: The armor improves your combat readiness, granting you a +5 bonus to initiative as long as you aren’t incapacitated. The armor doesn’t impose disadvantage on your Dexterity (Stealth) checks. The armor doesn’t impose disadvantage on saving throws made to resist the effects of extreme heat. Curse. This armor is cursed. Whenever you don or doff it, you must make a DC 15 Constitution saving throw, taking 100 (10d10+45) poison damage on a failed save, or half as much damage on a successful one. Only a wish spell can remove the armor's curse. |