Show Log Entry

Adventure Title
DDHC00-GSM-08 - The Styes
Session
6
Date Played
2021-03-05 19:00:00 UTC
Levels Gained
GP +/-
-1300
Downtime +/-
-30.0
Location Played
Roll20
DM Name
Jannis
DM DCI Number
Notes
**1x Potion of Healing (found) 1x Potion of Greater Healing (found) 1x Potion of 'Water Breathing' (found)** ***Saltmarsh Downtime Activity: Buying and Selling Magic Items.*** Xendros has taken on a business partnership with Fai Chen. She will gladly facilitate trades and sell magic items, but is unable to purchase magic items from the characters outright. To purchase randomly-rolled magic items characters must pay gold according to the chart below and 10 downtime days for Xendros’s services. The DM must make the roll for the randomly-determined items. Any character that pays the gold and downtime costs may keep any of the items Xendro’s finds for them. To purchase a specific item the character must pay gold according to the chart below and 30 downtime days for Xendros’s services. Xendros is unable to locate any magic items that grant a permanent stat boost. AS this is a downtime activity found in an adventure it can only be performed once per character. **Bought Staff of Power.**

Magic Items

Name Rarity Location Table Result Counts?
Cli Lyre Rare true
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good. In addition, the Cli lyre can be used to cast stone shape, wall of fire, and wind wall.
Staff of Power Very Rare true
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