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Adventure Title
DDHC-KGV-04 | Prisoner 13
Session
5
Date Played
2025-03-14 20:00:00 UTC
Levels Gained
GP +/-
503
Downtime +/-
10.0
Location Played
Revel's End
DM Name
Drei
DM DCI Number
234234214
Notes
2,516 GP (503.2 GP each) 10 DT 1 Level Up Opportunity Players: @Annoying Dog 🐕 as Fury @akitoshin as Presstina @All d Gals b Girlin (Girlin)✨🐠 as Big Terry @AcedOrion as Ludo @Ayrik_Druid🌿 as Erebus Magic Items: [R] Wand of Binding [UC] Mithral Armor [UC] Cap of Waterbreathing Consumable [UC] Gem of brightness [UC] Dust of disappearance KGV Reward @AcedOrion : [R] Astral Shard @Annoying Dog 🐕 : [R] Vicious Warhammer @akitoshin : [R] Amulet of the Devout +2 @All d Gals b Girlin (Girlin)✨🐠 : [R] Barrier Tattoo @Ayrik_Druid🌿 : [R] Wings of Flying Story Award: ***Favor of the Axebreaker*** When the characters successfully deliver the key, Varrin’s joy and relief crack his usually reserved exterior, and he sends his agents to open the vault and reveal the lost Axebreaker treasure. While much of the clan’s stolen wealth has been spent, there’s still a great fortune remaining. As a result of their success, the characters have advantage whenever one of them attempts a Charisma check that would influence Axebreaker dwarves.

Magic Items

Name Rarity Location Table Result Counts?
Barrier Tattoo (Rare variant) Rare true
Source: Tasha's Cauldron of Everything Wondrous item (tattoo), rarity varies (requires attunement) 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 into 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. Protection. While you aren't wearing armor, the tattoo grants you an Armor Class depending on the tattoo's rarity, as shown below. You can use a shield and still gain this benefit. Rarity AC Uncommon 12 + your Dexterity modifier Rare 15 + your Dexterity modifier (maximum of +2) Very Rare 18
Wand of Binding Rare true
Wand, rare (requires attunement by a Spellcaster) This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Spells. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5 charges) or hold person (2 charges). Assisted Escape. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple.