Show Log Entry

Adventure Title
DDHC-KGV-11 Affair on the Concordant Express
Session
Date Played
2024-09-08 22:16:00 UTC
Levels Gained
GP +/-
952
Downtime +/-
10.0
Location Played
Online
DM Name
K Knudzen
DM DCI Number
8318763608
Notes
Paaske, Eandryth Starwhisper, moon elf, psioist from Everaska, TaC, Ninlar, aasimar paladin Mark, Jaymes, human cleric, shield of expression Simira, Sansa, tabaxi bard 8 aultsider, Becky, paladin Human called Meerah Raheer, handler/introduction to Golden Key. Parcel delivered. Golden key engraved on top of it. A Golden key. Open the box fully, it starts to play. True names of three denizens of the lower planes. the pit fiend Karnyros, the balor Errtok, and the marilith Hexalanthe. An outlaw “the stranger”. Quadrum named Glitch. Jail wagon? 10 spherical modrons. Equation wizards. Next wagon, war machine. Pentadrone Cleric at altar turned out to be grey slaad. Creature from Limbo, creature of fears, affecting other living creatures. 5th lvl aid on Sansa, Becky, Ninlar 20HP

Magic Items

Name Rarity Location Table Result Counts?
Silver Horn of Valhalla (R) Rare DDHC-KGV-11 Affair on the Concordant Express true
Silver Horn of Valhalla Wondrous item, rare You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics from the Monster Manual. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can’t be used again until 7 days have passed. Four types of horn of Valhalla are known to exist, each made of a different metal. The horn’s type determines how many berserkers answer its summons, as well as the requirement for its use. The DM chooses the horn’s type or determines it randomly. If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands. d100 Horn Type Berserkers Summoned Requirement 01-40 Silver 2d4+2 None 41-75 Brass 3d4+3 Proficiency with all simple weapons 76-90 Bronze 4d4+4 Proficiency with all medium armor 91-00 Iron 5d4+5 Proficiency with all martial weapons
Rod of the Pact Keeper +2 (R-A) Rare DDHC-KGV-11 Affair on the Concordant Express true
Rod of the Pact Keeper +2 Rod, rare (requires attunement by a warlock) While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your warlock spells. In addition, you can regain one warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.
Silvered Greatsword +3 (VR) Very Rare DDHC-KGV-11 Affair on the Concordant Express true
Silvered Greatsword +3 Weapon (greatsword), very rare You have a +3 bonus to attack and damage rolls made with this magic weapon. Silvered Weapons Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weap⁠ons, so cautious adventurers invest extra coin to plate their weap⁠ons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective.
1 rare item (R) Rare DDHC-KGV-11 Affair on the Concordant Express true
1 rare magic item off you choice from Dungeon Master’s Guide (DMG), Tasha’s Cauldron of Everything (TCE), or Xanathar’s Guide to Everything (XGE).
Mithral Armor (U) Uncommon DDHC-KGV-11 Affair on the Concordant Express true
Mithral Armor Armor (medium or heavy, but not hide), uncommon Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.