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Adventure Title
DDHC-TOA-1 Tomb of Annihilation
Session
21
Date Played
2023-01-27 15:00:00 UTC
Levels Gained
GP +/-
1392.5
Downtime +/-
10.0
Location Played
DM Name
C0ldW0lf|Florian
DM DCI Number
3320846820
Notes
Loot: A potion of diminution, a bead of force, 1392,5 gp, Thieves Tools

Magic Items

Name Rarity Location Table Result Counts?
+1 shield Uncommon true
bronze +1 shield shaped like a screaming devil's face
Manual of Golems (Clay) Very Rare true
Manual of Golems (CLay) 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.
Amulet of the Black Skull Very Rare true
Amulet of the Black Skull Wondrous item, very rare (requires attunement) This amulet is carved from obsidian and shaped like a screaming humanoid skull, with ruby eyes and emeralds for teeth. It hangs from an iron chain necklace. The amulet has 6 charges and regains 1d6 charges daily at dawn. While wearing the amulet, you can use an action to expend 1 of its charges to transport yourself and anything you are wearing or carrying to a location within 100 feet of you. The destination you choose doesn’t need to be in your line of sight, but it must be familiar to you (in other words, a place you have seen or visited), and it must be on the same plane of existence as you. This effect isn’t subject to the magic restrictions placed on the Tomb of the Nine Gods; thus, the amulet can be used to enter and exit the tomb. If you aren’t undead, you must make a DC 16 Constitution saving throw each time you use the amulet to teleport. On a failed saving throw, the black skull cackles as you are transformed in transit. The transformation takes effect as soon as you arrive at the destination, and is determined randomly by rolling percentile dice and consulting the Black Skull Transformation table. Black Skull Transformation d100 Transformation 1-20 The symbol of Acererak is burned into your flesh, a curse that can only be removed with a remove curse spell or similar magic. Until the curse ends, your hit points can’t be restored by magic. 21-35 You grow larger as if affected by an enlarge/reduce spell, except the effect lasts for 1 hour. 36-50 You grow smaller as if affected by an enlarge/reduce spell, except the effect lasts for 1 hour. 51-70 You arrive at the destination wearing nothing but the amulet of the black skull. Everything else that you were wearing or carrying appears in a random unoccupied space within 100 feet of you. 71-95 You are paralyzed for 1 minute or until this effect is ended with a lesser restoration spell or similar magic. 96-00 You become petrified. This effect can be ended only with a greater restoration spell or similar magic.
Ghost Lantern Rare true
Ghost Lantern 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.