Show Log Entry

Adventure Title
DDHC-TYP Tales from the Yawning Portal: Tomb of Horrors
Session
Date Played
2021-05-23 18:00:00 UTC
Levels Gained
GP +/-
800
Downtime +/-
Location Played
DM Name
Nemo
DM DCI Number
9318732035
Notes
Remove Curse von Thoradin 4h **Loot:** 800gp Nolzur's Marvelous Pigments, Tome of Leadership and Influence, Defender Scimitar, Bag of Holding, Rod of Pactkeeper +3, Effreti Bottle, Staff of Power, Ring of Regeneration Potion of Vitality, Potion of Speed Spell Scroll Creation, Spell Scroll Passwall Spell Scroll Alter Self, Spell Scroll Rope Trick, Spell Scroll See Invisibility

Magic Items

Name Rarity Location Table Result Counts?
Defender (Scimitar) Legendary false
Tome of Leadership and Influence Very Rare true
Nolzur's Marvelous Pigments Very Rare true
Nolzur's Marvelous Pigments Wondrous item, very rare Typically found in 1d4 (4) pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image. Each pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate objects or terrain features—such as a door, a pit, flowers, trees, cells, rooms, or weapons—that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet. When you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create. Nothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material. If you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything.
Rod of Pactkeeper +3 Very Rare true
Staff of Power Very Rare true
(requires attunement by a sorcerer, warlock, or wizard) This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. The staff has 20 charges for the following properties. The staff regains [[2d8+4]] expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage roll but loses all other properties. On a 20, the staff regain 1d8 + 2 charges. Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. **Spells.** While holding this staff, 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 and spell attack bonus: **cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges). lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges).** Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. Distance from Origin Effect 10 ft. away or closer 8 × the number of charges in the staff 11 to 20 ft. away 6 × the number of charges in the staff 21 to 30 ft. away 4 × the number of charges in the staff
Bag of Holding Uncommon true