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Adventure Title
DDHC-RotF Rime of the Frostmaiden. Chapter 7: Doom of Ythryn
DDHC-RotF Rime of the Frostmaiden. Chapter 7: Doom of Ythryn
Session
22
22
Date Played
2021-04-06 18:00:00 UTC
2021-04-06 18:00:00 UTC
Levels Gained
1
1
GP +/-
800
800
Downtime +/-
20.0
20.0
Location Played
Roll20
Roll20
DM Name
Smokycloud
Smokycloud
DM DCI Number
93547
93547
Notes
**Note:** died, but took the rewards after Ressurrection *used:* 1 Diamond (300 gp) *Loot:* **Scroll of Tarrasque Summoning** Scroll, legendary Using an action to read the scroll causes the tarrasque to appear in an unoccupied space you can see within 1 mile of you. The tarrasque disappears when it drops to 0 hit points and is hostile toward all creatures other than itself.
**Note:** died, but took the rewards after Ressurrection *used:* 1 Diamond (300 gp) *Loot:* **Scroll of Tarrasque Summoning** Scroll, legendary Using an action to read the scroll causes the tarrasque to appear in an unoccupied space you can see within 1 mile of you. The tarrasque disappears when it drops to 0 hit points and is hostile toward all creatures other than itself.
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Staff of Power | Very Rare | DDHC-RotF Rime of the Frostmaiden. Chapter 7: Doom of Ythryn | true | ||
Staff, simple weapon, melee weapon, major tier, very rare (requires attunement by a sorcerer, warlock, or wizard) 4 lb. 1d6 bludgeoning - versatile (1d8) 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 × 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 Effect 10 ft. away or closer 8 × the number of charges in the staff 11 to 20 ft. away 6 × the number of charges in the staff 21 to 30 ft. away 4 × the number of charges in the staff Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. |