DM Log Entries


Total Hours:
66

Total GP:
1075
Unused GP:
0

Total Downtime:
30
Unused Downtime:
0
Total Renown:
3
Unused Renown:
0
Campaign Rewards:
0
Unused CR:
0
Date Adventure Title Session Reward Magic Items Character
2021-05-06 16:21 CCC-GHC-BK1-03 The Darkest Knight 1 advancement Show

Magic Item:
Tentacle Rod
Rod, Rare (requires attunement), Table G

Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.

This item can be found on page 208 of the Dungeon Master's Guide.

Date Adventure Title Session ACP TCP Downtime Renown GP Character Rewarded
2021-05-06 16:21 CCC-GHC-BK1-03 The Darkest Knight 1 Show

Magic Item:
Tentacle Rod
Rod, Rare (requires attunement), Table G

Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.

This item can be found on page 208 of the Dungeon Master's Guide.

Date Adventure Title Session XP GP Downtime Renown Missions ▲ Hours Character Rewarded
2021-05-06 16:21 CCC-GHC-BK1-03 The Darkest Knight 1 4 Show

Magic Item:
Tentacle Rod
Rod, Rare (requires attunement), Table G

Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.

This item can be found on page 208 of the Dungeon Master's Guide.