Show Log Entry

Adventure Title
DDAL05-19 Eye of Xxiphu
Session
1
Date Played
2025-02-15 19:00:00 UTC
Levels Gained
1
GP +/-
21450
Downtime +/-
3.0
Location Played
Online (Roll-20 + Discord)
DM Name
Snooze
DM DCI Number
#7319085757
Notes
**Level up:** Accepted **Hours Played:** 5 hours **Gold Earned:** 37500 gp **Gold Spent:** Bought *Spell Scroll of Holy Weapon* x2 (3000) gp **Consumables:** *Potion of Supreme Healing* x 4, *Potion of Vitality* ***Bastion Turn*** • Smithy | Craft: Magic Item (Armament) Silvered Longbow (50 gp | 5 days) • Sanctum | Empower: Fortifying Rites • Reliquary | Order: Harvest: Talisman | Reliquary Charm • Observatory | Empower: Eldritch Discovery (9) Charm of Vitality • Meditation Chamber | None • Training Area | Order: Empower: Training (Acrobatics) **Character Downtime: (7 days)** - Training Area -> Training (Acrobatics) - Reliquary -> Reliquary Charm - Sanctum -> Sanctum Charm - Observatory -> Observatory Charm - Meditation Chamber -> Fortify Self (2: Desterity & 3 Constitution) ***Adding Basic Facilities*** • 20 x Cramped (500 GP | 20 days) -> 13 days left

Magic Items

Name Rarity Location Table Result Counts?
Silvered Longbow [Crafted] Common true
**Weapon (longbow), common** An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.
The Eye of Xxiphu Legendary true
**Wondrous item, legendary** While not a truly intelligent item, the Eye of Xxiphu bestows terrifying insight into the true nature of the nightmarish aboleths. The attuned possessor of the Eye gains telepathy out to a range of 120 feet, and may cover themselves in coat of mucous that allows them to breathe underwater as well as on land. The petrified orb is large and heavy, but does not need to be held in order to use its powers. Additionally, aboleths have disadvantage when attacking the owner of the Eye, and the owner has advantage on ability checks in regards to knowledge-based ability checks about aboleths and the Far Realm when they are not in combat.
Tome of Understanding Common true
**Wondrous Item, very rare** *The cover of this iron-bound book is scribed with many swirling tentacles. A character carrying the book is always aware of eyes from a distant realm following them* 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.
Staff of Power Common true
**Staff, very rare (requires attunement by a Sorcerer, Warlock, or Wizard)** *This great ashen staff is etched with many designs of swirling air and clouds. The staff magically resizes to fit the hand of any who carry it* This staff has 20 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. **Spells.** While holding the staff , you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. **Spell | Charge Cost** • Cone of Cold 5 • Fireball (level 5 version) 5 • Globe of Invulnerability 6 • Hold Monster 5 • Levitate 2 • Lightning Bolt (level 5 version) 5 • Magic Missile 1 • Ray of Enfeeblement 1 • Wall of Force 5 **Regaining Charges.** The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff retains its +2 bonus to attack rolls and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges. **Retributive Strike.** You can take a Magic action to break the staff over your knee or against a solid surface. The staff is destroyed and releases its magic in an explosion that fills a 30-foot Emanation originating from itself. 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 times the number of charges in the staff . Each other creature in the area makes a DC 17 Dexterity saving throw. On a failed save, a creature takes Force damage equal to 4 times the number of charges in the staff . On a successful save, a creature takes half as much damage.