Show Log Entry

Adventure Title
DDHC-TYP Tales from the Yawning Portal: Tomb of Horrors
Session
Date Played
2020-11-20 16:00:00 UTC
Levels Gained
GP +/-
800
Downtime +/-
Location Played
DM Name
Maluku
DM DCI Number
5203740222
Notes
Loot: Scroll Hold Monster, Creation, Dominate Person, Far Step Potion of Vitality, Potion of Supreme Healing

Magic Items

Name Rarity Location Table Result Counts?
Efreeti Bottle Very Rare true
This painted brass bottle weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke flows out of the bottle. At the end of your turn, the smoke disappears with a flash of harmless fire, and an efreeti appears in an unoccupied space within 30 feet of you. The first time the bottle is opened, the DM rolls to determine what happens. d100 Effect 01-10 The efreeti attacks you. After fighting for 5 rounds, the efreeti disappears, and the bottle loses its magic. 11-90 The efreeti serves you for 1 hour, doing as you command. Then the efreeti returns to the bottle, and a new stopper contains it. The stopper can't be removed for 24 hours. The next two times the bottle is opened, the same effect occurs. If the bottle is opened a fourth time, the efreeti escapes and disappears, and the bottle loses its magic. 91-00 The efreeti can cast the wish spell three times for you. It disappears when it grants the final wish or after 1 hour, and the bottle loses its magic.
Manual of Quickness of Action Very Rare true
Carpet of Flying 6 ft.× 9 ft. 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 6 ft. × 9 ft. carpet can carry up to 800 lb. at a fly speed of 30 feet. A carpet can carry up to twice this weight, but it flies at half speed if it carries more than its normal capacity.
Rod of Alertness Rare true
Staff of Power Very Rare true
Jet Ring of Resistance (Necrotic) Rare true
Defender Longsword Legendary false
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.