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Adventure Title
DDHC-TYP Tales from the Yawning Portal - Hidden Shrine of Tamochan
DDHC-TYP Tales from the Yawning Portal - Hidden Shrine of Tamochan
Session
4
4
Date Played
2020-10-13 14:30:00 UTC
2020-10-13 14:30:00 UTC
Levels Gained
GP +/-
120
120
Downtime +/-
Location Played
Roll20
Roll20
DM Name
Marc Lucksch
Marc Lucksch
DM DCI Number
5203740222
5203740222
Notes
Attuned to the Berserker Axe and got **Cursed**.
Attuned to the Berserker Axe and got **Cursed**.
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Berserker Axe (Tamochan) | Very Rare | true | |||
You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit points maximum increases by 1 for each level you have attained. Curse. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear. Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear. Concealed beneath the wrappings around the handle is a parchment containing the spells passwall, burning hands, and gust of wind. When the attuned wielder uses an action to say the correct words of power, which are engraved in Olman on the axe blade, one of these spells can be cast. The axe has 12 charges and regains 1d6 + 4 expended charges daily at dawn. Casting a spell from it takes a number of charges equal to the level at which the spell is cast (5th for passwall, 2nd for gust of wind, and 1st or higher for burning hands; spell save DC 15). If the parchment is removed from the axe, the axe loses the capability of casting these spells forever. | |||||
Bracers of Defense | Rare | true | |||
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield. | |||||
Plantslaying Longsword | Rare | true | |||
The sword is a +1 longsword in fine condition, made of laminated wood, inset with jagged teeth of obsidian. It deals an extra 2d6 damage to any creature of the plant type. | |||||
Ring of Animal Influence | Rare | true | |||
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells: • Animal friendship (save DC 13) • Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower • Speak with animals | |||||
Ring of Fire Resistance | Rare | true | |||
You have Resistance to fire damage while wearing this ring. | |||||
Bracelet of Rock Magic | Very Rare | true | |||
While you wear this gold bracelet, it grants you immunity to being petrified, and it allows you to cast flesh to stone (save DC 15) as an action. Once the spell has been cast three times, the bracelet can no longer cast it. Thereafter, you can cast stone shape as an action. After you have done this thirteen times, the bracelet loses its magic and turns from gold to lead. Curse. The bracelet’s affinity with earth manifests as an unusual curse. Creatures of flesh that are strongly related to earth and stone, such as stone giants and dwarves, have advantage on the saving throw against flesh to stone cast from the bracelet. If such a creature’s save is successful, the bracelet breaks your attunement to it and casts the spell on you. You make your saving throw with disadvantage, and on a failed save you are petrified instantly. | |||||
Ring of Protection | Rare | true | |||
You gain a +1 bonus to AC and Saving Throws while wearing this ring. | |||||
Gloves of Missile Snaring | Uncommon | true | |||
These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier. provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand. | |||||
Rusty Dagger | Uncommon | true | |||
This weapon functions as a +1 dagger. When it is used, its grip frays, its blade chips, and it flakes rust. Brakes on a natural 1. |