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Adventure Title
DDHC-TOA-1 Tomb of Annihilation
DDHC-TOA-1 Tomb of Annihilation
Session
25
25
Date Played
2023-07-04 19:30:00 UTC
2023-07-04 19:30:00 UTC
Levels Gained
1
1
GP +/-
Downtime +/-
10.0
10.0
Location Played
DM Name
C0ldW0lf|Florian
C0ldW0lf|Florian
DM DCI Number
3320846820
3320846820
Notes
**The Story Ends** Curse beendet, Acererak besiegt, Mohana wiederbelebt **Loot:** The Friends we made along the Way Used: Potion of Heroism, Bead of Force, Scroll Revivify
**The Story Ends** Curse beendet, Acererak besiegt, Mohana wiederbelebt **Loot:** The Friends we made along the Way Used: Potion of Heroism, Bead of Force, Scroll Revivify
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Instrument of the Bards (Canaith Mandolin) | Rare | true | |||
Instrument of the Bards (Canaith Mandolin) Wondrous item, rare (requires attunement by a bard) An instrument of the bards is an exquisite example of it kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus. Canaith Mandolin spells: cure wounds (3rd level), dispel magic, protection from energy (lightning only) | |||||
Wand of Wonder | Rare | true | |||
Wand of Wonder Wand, rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens. If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn't already. If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the DM randomly determines which ones are affected. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed. d100 — Effect: 01-05 — You cast slow. 06-10 — You cast faerie fire. 11-15 — You are stunned until the start of your next turn, believing something awesome just happened. 16-20 — You cast gust of wind. 21-25 — You cast detect thoughts on the target you chose. If you didn't target a creature, you instead take 1d6 psychic damage. 26-30 — You cast stinking cloud. 31-33 — Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn. 34-36 — An animal appears in the unoccupied space nearest the target. The animal isn't under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01-25, a rhinoceros appears; on a 26-50, an elephant appears; and on a 51-100, a rat appears. 37-46 — You cast lightning bolt. 47-49 — A cloud of 600 oversized butterflies fills a 30-foot radius centered on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes. 50-53 — You enlarge the target as if you had cast enlarge/reduce. If the target can't be affected by that spell or if you didn't target a creature, you become the target. 54-58 — You cast darkness. 59-62 — Grass grows on the ground in a 60-foot radius centered on the target. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute. 63-65 — An object of the DM 's choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the target, and no larger than 10 feet in any dimension. 66-69 — You shrink yourself as if you had cast enlarge/reduce on yourself. 70-79 — You cast fireball. 80-84 — You cast invisibility on yourself. 85-87 — Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours. 88-90 — A stream of 1d4 x 10 gems, each worth 1 gp, shoots from the wand's tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line. 91-95 — A burst of colorful shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 96-97 — The target's skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected. 98-00 — If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn't target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly petrified. On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the target is freed by the greater restoration spell or similar magic. | |||||
Staff of the Python | Uncommon | true | |||
Staff of the Python Staff, uncommon (requires attunement by a cleric, druid, or warlock) You can use an action to speak this staff's command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake. On your turn, you can mentally command the snake if it is within 60 feet of you and you aren't incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location. If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them. | |||||
Cape of the Mountebank | Rare | true | |||
Cape of the Mountebank This cape smells faintly of brimstone. While wearing it, you can use it to cast the Dimension Door spell as an action. This property of the cape can't be used again until the next dawn. When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke. |