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Adventure Title
DDHC-TYP-Tomb of Horror
DDHC-TYP-Tomb of Horror
Session
Date Played
2021-02-26 23:00:00 UTC
2021-02-26 23:00:00 UTC
Levels Gained
1
1
GP +/-
800
800
Downtime +/-
Location Played
Roll20
Roll20
DM Name
Nemo
Nemo
DM DCI Number
9318732035
9318732035
Notes
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Defender Greatword | Legendary | DDHC-TYP-Tomb of Horror | true | ||
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. | |||||
Wings of Flying (attunement) | Rare | DDHC-TYP-Tomb of Horror | true | ||
While wearing this cloak, you can use an action to speak its Command Word. This turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the Command Word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can't use them again for 1d12 hours. | |||||
Belt of Fire Giant Strength | Very Rare | DDHC-TYP-Tomb of Horror | true | ||
While wearing this belt, your Strength score changes to 25. The item has no effect on you if your Strength without the belt is equal to or greater than 25. | |||||
Staff of Power | Very Rare | DDHC-TYP-Tomb of Horror | 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 x 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 — Damage: 10 ft. away or closer — 8 x the number of Charges in the staff 11 to 20 ft. away — 6 x the number of Charges in the staff 21 to 30 ft. away — 4 x the number of Charges in the staff | |||||
Tome of Leadership and Influence | Very Rare | DDHC-TYP-Tomb of Horror | true | ||
This book contains intuition and Insight exercises, 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 Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. |