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Adventure Title
CCC-UNITE-GD-01 House of Diamonds
CCC-UNITE-GD-01 House of Diamonds
Session
1
1
Date Played
2024-11-01 18:00:00 UTC
2024-11-01 18:00:00 UTC
Levels Gained
GP +/-
1000
1000
Downtime +/-
10.0
10.0
Location Played
Online (Roll-20 + Discord)
Online (Roll-20 + Discord)
DM Name
Simira
Simira
DM DCI Number
NA
NA
Notes
**Level up:** Declined **Hours Played:** 3 hours **Gold Earned:** 1000 gp **Gold Spent:** 100 gp for Planar Ally **Consumables:** *Potion of Greater Healing*, *Spell Scroll of Stone Shape*
**Level up:** Declined **Hours Played:** 3 hours **Gold Earned:** 1000 gp **Gold Spent:** 100 gp for Planar Ally **Consumables:** *Potion of Greater Healing*, *Spell Scroll of Stone Shape*
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Clockwork Amulet | Common | true | |||
**Wondrous item, common** This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within. When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn. | |||||
Deck of Illusions | Uncommon | true | |||
**Wondrous Item, uncommon** *The illusions created by this deck appear as particularly desirable versions of the specified creatures. The desirability is in relation to other creatures of the same kind. For example, an Assassin would appear as particularly deadly – appealing to other assassins, while a Druid may appear as particularly in-tune with nature – as desired by other druids.* This box contains a set of cards. A full deck has 34 cards: 32 depicting specific creatures and two with a mirrored surface. A deck found as treasure is usually missing 1d20 − 1 cards. (26) The magic of the deck functions only if its cards are drawn at random. You can take a Magic action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of yourself. An illusion of a creature, determined by rolling on the Deck of Illusions table, forms over the thrown card and remains until dispelled. The illusory creature created by the card looks and behaves like a real creature of its kind, except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can take a Magic action to move it anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be false, because objects pass through it. A creature that takes a Study action to visually inspect the illusory creature identifies it as an illusion with a successful DC 15 Intelligence (Investigation) check. The illusion lasts until its card is moved or the illusion is dispelled (using a Dispel Magic spell or a similar effect). When the illusion ends, the image on its card disappears, and that card can’t be used again. Deck of Illusions 1d100 Illusion* 01–03 Adult Red Dragon 04–06 Archmage 07–09 Assassin 10–12 Bandit Captain 13–15 Beholder 16–18 Berserker 19–21 Bugbear Warrior 22–24 Cloud Giant 25–27 Druid 28–30 Erinyes 31–33 Ettin 34–36 Fire Giant 37–39 Frost Giant 40–42 Gnoll Warrior 43–45 Goblin Warrior 46–48 Guardian Naga 49–51 Hill Giant 52–54 Hobgoblin Warrior 55–57 Incubus 58–60 Iron Golem 61–63 Knight 64–66 Kobold Warrior 67–69 Lich 70–72 Medusa 73–75 Night Hag 76–78 Ogre 79–81 Oni 82–84 Priest 85–87 Succubus 88–90 Troll 91–93 Veteran Warrior 94–96 Wyvern 97–00 The card drawer |