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Adventure Title
DDEP07-01 Peril at the Port
DDEP07-01 Peril at the Port
Session
1
1
Date DMed
2020-07-18 18:00
2020-07-18 18:00
Session Length (Hours)
3
3
Avg Party Level
Location DMed
XP Gained
GP +/-
Downtime +/-
Renown
Missions
Date Assigned
Character to Apply Rewards
Notes
Magic Items
Character | Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|---|
+1 Shortsword | Uncommon | true | ||||
Weapon (shortsword), uncommon This weapon has a basket hilt is forged to resemble a woman draped in kelp and nets‐‐ similar in appearance to that of a ship’s figurehead. When used in battle, the woman sings a rather obscene sea shanty audible to anyone within 30 feet. This item can be found in the Dungeon Master’s Guide. | ||||||
+1 Trident | Uncommon | true | ||||
Weapon (trident), uncommon This rusted weapon is crusted over with barnacles and draped in wet seaweed. Its wielder can hold their breath underwater for twice their normal duration. This item can be found in the Dungeon Master’s Guide. | ||||||
+1 Leather Armor | Rare | true | ||||
Armor, rare This sealskin suit is embroidered with octopuses that squirm magically when exposed to air. If worn underwater, the wearer gains advantage on checks made to escape grappling. This item can be found in the Dungeon Master’s Guide. | ||||||
Eversmoking Bottle | Uncommon | true | ||||
Wondrous item, uncommon This bottle of spun glass is decorated with images of battling dragons and giants trampling the homes and lives of small folk underfoot. When the stopper is removed, the smoke smells of burning wood and flesh and is accompanied by the sound of weeping. This item can be found in the Dungeon Master’s Guide. From https://roll20.net/compendium/dnd5e/Eversmoking%2... Smoke leaks from the lead-stoppered mouth of this brass bottle, which weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke pours out in a 60-foot radius from the bottle. The cloud's area is heavily obscured. Each minute the bottle remains open and within the cloud, the radius increases by 10 feet until it reaches its maximum radius of 120 feet. The cloud persists as long as the bottle is open. Closing the bottle requires you to speak its Command Word as an action. Once the bottle is closed, the cloud disperses after 10 minutes. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round. | ||||||
Cloak of the Bat | Rare | true | ||||
Wondrous item, rare (requires attunement) This leathery cloak is made of the small, green scales of a pteranodon. When attuned to, the wearer gains a powerful appetite for fish. This item can be found in the Dungeon Master’s Guide. From https://roll20.net/compendium/dnd5e/Cloak%20of%20t... While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak’s edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed. While wearing the cloak in an area of dim light or darkness, you can use your action to cast Polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can’t be used this way again until the next dawn. | ||||||
Staff of the Woodlands | Rare | true | ||||
Weapon (quarterstaff), rare This item has been meticulously trimmed and tended to in such a way that it appears to be a smaller version of one of the immense jungle trees in Chult. The staff’s creator even went so far as to create a small diorama of what looks like a tiny village in the upper reaches of the staff’s branches—complete with tiny, string bridges connecting tiny, straw houses. This item can be found in the Dungeon Master’s Guide. From https://roll20.net/compendium/dnd5e/Staff%20of%20t... Requires Attunement by a Druid 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 have a +2 bonus to spell Attack rolls. The staff has 10 Charges for the following properties. It regains 1d6 + 4 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical Quarterstaff. Spells: You can use an action to expend 1 or more of the staff's Charges to cast one of the following Spells from it, using your spell save DC: Animal Friendship (1 charge), Awaken (5 charges), Barkskin (2 charges), Locate Animals or Plants (2 charges), Speak with Animals (1 charge), Speak with Plants (3 charges), or Wall of Thorns (6 charges). You can also use an action to cast the Pass without Trace spell from the staff without using any Charges. Tree Form: You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of Transmutation magic if targeted by Detect Magic. While touching the tree and using another action to speak its Command, word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff. |