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Adventure Title
SJ-DC-PHP-FLN01-02 Kaleidoscope Vault
Session
Date Played
2023-07-02 20:00:00 UTC
Levels Gained
1
GP +/-
-2300
Downtime +/-
10.0
Location Played
DM Name
DM DCI Number
Notes
Story Award: The Second Key Fragment You have recovered the second key fragment and Lorastina can now fashion a complete key to enter the vault to the Maercryshal. 300gp 2x Aid 500gp 5x Greater Healing 1000gp 1x Spell Scroll Raise Dead 600gp 2x Dispel Magic

Magic Items

Name Rarity Location Table Result Counts?
G.R.I.P. (Eldritch Claw Tattoo) Uncommon true
**G.R.I.P. (Eldritch Claw Tattoo)** *Wondrous item (tattoo), uncommon (requires attunement)* Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes. Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Magical Strikes. While the tattoo is on your skin your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain +1 bonus to attack and damage rolls with unarmed strikes. Eldritch Maul. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can’t be used again until the next dawn. The tattoo takes its form as a transistor on your hand and a semi-circle gauge on your back. When the eldritch maul is activated, the claw is a crackling white energy (an artificial gravity field) from the user’s hand. In addition, this tattoo has the Sentinel minor property: This item glows faintly when aberrations are within 120 feet of it
Medical Pack (Keoghtom's Ointment) Uncommon true
**Medical Pack (Keoghtom's Ointment)** *Wondrous item, uncommon* This glass jar, 3 inches in diameter, contains 5 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound. As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease. The container of this ointment appears like a cannister filled with a cyan gel.