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Adventure Title
DDHC-TYP: Tomb of Horrors
DDHC-TYP: Tomb of Horrors
Session
Date Played
2019-12-29 13:00:00 UTC
2019-12-29 13:00:00 UTC
Levels Gained
1
1
GP +/-
590
590
Downtime +/-
-2.0
-2.0
Location Played
DM Name
Maluku
Maluku
DM DCI Number
5203740222
5203740222
Notes
Spell Components (-210gp) Loot: Potion of Heroism, Potion of Invulnerbility, Potion of Healing Scroll Dimension Door, Invisibility, Blur, Level Up: Paladin 8 (CHA +2) Copy Spells von Morti16: 16h/2dt -400gp
Spell Components (-210gp) Loot: Potion of Heroism, Potion of Invulnerbility, Potion of Healing Scroll Dimension Door, Invisibility, Blur, Level Up: Paladin 8 (CHA +2) Copy Spells von Morti16: 16h/2dt -400gp
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Defender Greatsword | Legendary | true | |||
Weapon (any sword), legendary (requires attunement) 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. | |||||
Tome of Leadership of Influence | Very Rare | true | |||
Wondrous item, very rare This book contains guidelines for influencing and charming others, 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 Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. | |||||
Belt of Fire Giant Strength | Very Rare | true | |||
Wondrous item, very rare (requires attunement) While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt’s score, the item has no effect on you. Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The belt of stone giant strength and the belt of frost giant strength look different, but they have the same effect. Belt of Fire Giant Strength: While wearing this belt, your Strength score changes to 25. If your Strength is already equal to or greater than the belt’s score, the item has no effect on you. | |||||
Ring of Shooting Stars | Very Rare | true | |||
Ring, very rare (requires attunement) While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action. The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn. Faerie Fire: You can expend 1 charge as an action to cast faerie fire from the ring Ball Lightning: You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually. Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius. As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created. Spheres: Lightning Damage 4: 2d4 3: 2d6 2: 5d4 1: 4d12 Shooting Stars: You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. | |||||
Staff of Frost | Common | true | |||
Staff, very rare (requires attunement by a druid, sorcerer, warlock, or wizard) You have resistance to cold damage while you hold this staff. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns to water and is destroyed. | |||||
Robe of Stars | Very Rare | true | |||
Wondrous item, very rare (requires attunement) This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it. Six stars, located on the robe's upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast magic missile as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe. While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space. | |||||
Rod of Pact Keeper +3 | Very Rare | true |